Turning Undead...design philosophy

Not sure where that's coming from.

4e Turning was the first time I actually liked turning. There were no convoluted subsystems to remember, or tables to look up.

It was also very effective. Huge AoE, good damage, push and an immobilize. My only complaint about 4e turning would be that it was too good (a daily for less than the price of an encounter). You could even use alternate (divine) abilities in its place.

I hope that DDN Turning will KISS, and resemble that of 4e. There's no reason to overcomplicate a mechanic that only sees use now and then.

I agree that 4th got it right in terms of being a simple and effective way to make TD a good power against undead (compared to previous editions), but TD became way too effective at high levels with a ridiculous area of effect plus feats than enabled it to be used as minor action, used against demons etc.

So 4th ed got the basic power of TD right but then stuffed it up with feats etc.
 

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I like keeping "Channel Divinity" as a separate silo from spellcasting. I like the 4e approach best so far and think that something similar will be the default for a standard cleric, and the option to swap it out for a different power based on your patron god.

For example your strength god might have a smite or "mighty feat of strength" type ability, the luck god might allow a reroll, trickster god might force an enemy to reroll--that sort of thing.
 

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