Pbartender said:
Our singular clue from
Design & Development: Zombies...
[bq]"If you’re a player, take a moment right now to thank the merciful designers that turn undead is still in the game. That power doesn’t send the zombies running off to gods knows where, but if it doesn’t turn them to putrid dust, it does hold them at bay."[/bq]
I like the sound of this better than the previous edition's "turning makes them run." For zombies and skeletons, it wasn't so bad, you could track them down and kill them as they fled. But for ghosts, shadows, and other incorporeal undead, it was the worse thing you could do! They double move through the floor and once the turning wears off, come back at the worst possible time. Unearthed Arcana had a good varient turning rule, which I am using in my current game; I like it much better than the PH rule for it.
Even worse than the DM who has to put undead in because a cleric is a priest (really, how hard is it to create the occasional undead adventure to satisfy one player's character?), I had a DM who actively kept undead of an Eberron campaign. My cleric had the sun domain and was an undead killer - a couple imp turn undead feats, picked up some items to help my turning, and made sure he had a good charisma too.
My DM ended up purposely avoiding putting undead in because my character was too good at killing them. If he put us against undeadm had to super load the encounter to counter-act my abilities, and if randomness went against me somehow (bad turn check, spell missed, last in initiative order, failed a will save and got removed from combat for a little while), the encounter ended up being too hard. With me in combat, he had no way to balance undead fights, so he stopped having us fight undead, and I ended up having a bunch of feats and items that were useless.