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One thing that always bugged me in 3.5 was the way undead fled when turned. I like the other changes to turning (or channel energy) that have been made in PF, but I would have preferred to see undead perhaps stunned for a round or two in awe of the cleric's (deity's) power (as well as take the damage), rather than scamper away at full speed to save their rotten hides. If the cleric's positive energy isn't enough to drive the animating magic out of the undead outright, then what are they afraid of ... dying? Having them stunned would represent a kind of temporary "system crash" as the two energies collide inside the host (zombie or whatever), yet do not manage to neutralise each other. This way, 'turned' undead would still represent a threat that needs to be dealt with in an encounter, because the party couldn't be sure when they'd "re-boot" and attack again...


I actually like the Alpha 2 grapple rules - they may be more simple than we're used to, but they're now closer to parity with the other Combat Maneuvers in terms of mechanical complexity.

I agree that Escape Artist is a problem. What about making it applicable only against static restraints eg. being tied up, entangled etc? Maybe having ranks in EA could give a just a flat +3 bonus to break a grapple?