Turn undead ?


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On a side note, I'd like to see undead have less immunities in 4e. I can see mindless undead being immune to mind-effecting spells, but intelligent undead should not be.
 

I just wanted to re-state that Turning Undead and the emphasis on healing are two crutches that the cleric needs to boot. It's appropriate for some gods, but certainly not all. Some gods won't care about undead, and healing won't be their priority.

Moridan for example, the dwarven god of the forge. What does he care about undead and healing? Or more specifically, why would he care so much as to make these things a central part of his cleric's abilities? How about Garl Glittergold or Olidammara?

I think dropping these two things as standards for the cleric class will open them up to players who normally don't care to play the "medic" or "anti-undead guy".

EDIT: Perhaps keep domains, and allow the cleric to spontaneously cast spells from their domains instead of healing, unless of course healing is one of their domains.
 
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Really, is turning undead based on anything other than Dracula and other vampire novels? So aside from vampires, I don't see the need for the ability. As Monte Cook wrote a while back, it's an on-off switch for the encounter. It's either nasty or easy. Time to get rid of it.
 

Turn undead is one of those mechanics I hope dies an unlamented death. Maybe preserve it as an option (without all the annoying fiddling) for Clerics/campaigns that actually care about undead. In almost every case I'd just prefer a straight damage or a mechanic that works like the intimidate skill.

With all the cool undead in Midnight, this supposed legacy ability was not used once. blah.
 

Varianor Abroad said:
Really, is turning undead based on anything other than Dracula and other vampire novels? So aside from vampires, I don't see the need for the ability. As Monte Cook wrote a while back, it's an on-off switch for the encounter. It's either nasty or easy. Time to get rid of it.
Yeah, the way it's normally assumed to work, it basically circumvents something fun (fighting a bunch of undead) in favor of just skipping to the next bit. A mechanic that damages or (perhaps even better) weakens undead would be a lot more interesting.
 

F4NBOY said:
Cleric makes a Turn Undead Check (1d20+cleric levels+cha modifier)
If the result is equal or more than the undead's Will Defense, the undead is turned.
If the result is 10 or more than the undead's Will Defense, the undead explodes.


This is a GREAT idea, and can mesh with the "at will" abilities of characters. Or you could have it "per encounter" and have a certain area effect. Either way, it should be an option on a "talent tree" type thing, because not all clerics care about this. Just like Wizards shouldn't HAVE to have familiars. Make this stuff optional...
 

thundershot said:
This is a GREAT idea, and can mesh with the "at will" abilities of characters. Or you could have it "per encounter" and have a certain area effect. Either way, it should be an option on a "talent tree" type thing, because not all clerics care about this. Just like Wizards shouldn't HAVE to have familiars. Make this stuff optional...

At the risk of running off topic, I'd like to see any ability that relies on some sort of "companion" such as familiars, animals companions, mounts, psi-crystals, etc be totally optional.
 

Varianor Abroad said:
Really, is turning undead based on anything other than Dracula and other vampire novels? So aside from vampires, I don't see the need for the ability. As Monte Cook wrote a while back, it's an on-off switch for the encounter. It's either nasty or easy. Time to get rid of it.

Yes. I think a cleric should be able to pick out 1 undead creature and if the cleric is more powerful (i.e. has more levels) than the undead he can halt it. No dice. Just pointing at the undead with a holy symbol and saying "halt" should suffice.
 

I hate undead running away. It's a headache for the PCs and the DM alike.

That's the most basic part of Turn Undead, and it needs to go.

Cheers, -- N
 

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