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General Tabletop Discussion
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Why all the hate for Turn Undead?
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<blockquote data-quote="Kobold Stew" data-source="post: 5997299" data-attributes="member: 23484"><p>I think in the larger context of the class, the current rule is sound. It's not complete, but it's certainly coherent.</p><p></p><p>1. With the existence of the Priest background and the Acolyte and Healer specializations, a lot of the Cleric niche has been eroded. You now don't need to be a Cleric (or Paladin, etc.) to receive divine power or have a divine function. What Clerics do best is deal with Undead, and that's potentially awesome.</p><p></p><p>2. Turn Undead is the only spell that's always prepared, and it doesn't count against spells memorized. It's easier for the designers to tune that mechanism (adding spell slots or taking them away), I feel. Indeed, it reveals the clunkiness of Channel Divinity, which overlaps with Cure Light Wounds significantly. </p><p></p><p>3. Thematically, I really like that the gods all agree that there's something *wrong* about the undead -- I think the elf gods and Yollanda and whatever are right to empower their clerics to rebuke zombies invading the forest.</p><p></p><p>4. The most awkward aspect is the 25 hp limit. I'd prefer to see it scale (say, 2hd equivalent per level, always starting with the weakest -- get rid of a Vampire's minions, say, or a third of a reasonable encounter. It doesn't necessarily destroy them, but it could shape the battlefield, making it a tactical controller-type ability requiring persistent maintenance rather than a special undead-killer. </p><p></p><p>5. Finally, one thing I've not seen said is that there is (obviously?) going to be a Greater Control Undead Spell (at 4th Level?) to target higher hit point targets.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 5997299, member: 23484"] I think in the larger context of the class, the current rule is sound. It's not complete, but it's certainly coherent. 1. With the existence of the Priest background and the Acolyte and Healer specializations, a lot of the Cleric niche has been eroded. You now don't need to be a Cleric (or Paladin, etc.) to receive divine power or have a divine function. What Clerics do best is deal with Undead, and that's potentially awesome. 2. Turn Undead is the only spell that's always prepared, and it doesn't count against spells memorized. It's easier for the designers to tune that mechanism (adding spell slots or taking them away), I feel. Indeed, it reveals the clunkiness of Channel Divinity, which overlaps with Cure Light Wounds significantly. 3. Thematically, I really like that the gods all agree that there's something *wrong* about the undead -- I think the elf gods and Yollanda and whatever are right to empower their clerics to rebuke zombies invading the forest. 4. The most awkward aspect is the 25 hp limit. I'd prefer to see it scale (say, 2hd equivalent per level, always starting with the weakest -- get rid of a Vampire's minions, say, or a third of a reasonable encounter. It doesn't necessarily destroy them, but it could shape the battlefield, making it a tactical controller-type ability requiring persistent maintenance rather than a special undead-killer. 5. Finally, one thing I've not seen said is that there is (obviously?) going to be a Greater Control Undead Spell (at 4th Level?) to target higher hit point targets. [/QUOTE]
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Why all the hate for Turn Undead?
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