Turn Undead should be removed!

I think the concept of "turning" is certainly iconic enough to justify some kind of mechanic. Plus, I've always enjoyed "encouraging" my players to RP their turning attempts.

"You call that turning? That wouldn't turn a swatted fly! C'mon, Sister, show me some holy fire! BRANDISH that holy symbol!"

A lways B e C losing. ;)

Anyway, I could see "turning undead" as one subset of a suite of abilities, the others affecting maybe Outsiders or Aberrations ("You - shall - not - PASS! "), maybe even humans and humanoids ("Hiss, hiss. Gypsy curse!"). Just a thought.
 

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I think it would be interesting to expand the concept of turning to encompass more types of creatures, so long as each turning ability/power/spell was for a different type of creature. I think the players of clerics (and those with cleric training) should be able to customize their character's turning (or lack thereof).
 

I'd like that - relievant to my interests, as I will play a common cleric boy first. :)


maybe there will be channeling of basic forces.. elements for clerics of elemental gods, necrotic for dark ones, and so on...
 

The Ubbergeek said:
I'd like that - relievant to my interests, as I will play a common cleric boy first. :)


maybe there will be channeling of basic forces.. elements for clerics of elemental gods, necrotic for dark ones, and so on...

I like this idea as well (although I leave gods out of the equation). The Arcanis campaign rules allow different effects from channeling based on the god the cleric worships. IMO this kind of rule specificity is best left out of the PHB and written into specific campaign sourcebooks. It would be nice to see some sort of mechanism for alternate channeling in 4e, so GMs don't have to do the heavy lifting, but can let their players know which types are available for what religions/deities.
 

I´d say that a good way to handle turn undead is that it creates a 20ft circle (square?) of protection where undead cannot enter without incurring damage and penalties... until the undead in question makes a saving throw and then it becomes immune to turning efforts from the cleric in question... or something like that

I also like the idea that high-level enough clerics should be able to turn fiends (the power of pelor compels you! the power of pelor compels you! :p )

The only issue I have with Turn Undead is the name... awkward, quaint gygaxism...
 

We removed it in our game. Best move we ever made.

No, it didn't weaken the cleric.
Yes, it balanced encounters for the group.
Yes the equivalent spell exists..so cast the spell :)

Jay
 
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ruleslawyer said:
Likewise, I'd love to see someone break the arcane trickster by allowing him to use Open Locks or Disable Device with mage hand even if he has a wand or constant item of the spell. I think simplicity should trump needless worry over unidentified balance concerns, no?
Well, I think the issue with using ranged legerdemain is that using your mage hand as a little remote-controlled bomb-disarming robot kind of trivializes traps. Not that I'm a big advocate for trap implementation in 3e, mind you; I just know where they were coming from.
 

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