
JRR |
This ability is entirely too powerful. Please remove it from the core rules, or make it an optional rule. I mean, there's absolutely no need for healing spells, when a cleric can heal the entire party with one use of turn undead. 4d6 healing to the entire party at level 7 when cure serious is a 4th level spell gained at level 7 for 4d8+7 to ONE person? Not to mention the effect on the game world. 600 soldiers wounded, possibly dying from a battle, just cram 'em in one room and let a cleric walk by and poof they're back on the front lines.

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I'm toying with a Turn Undead variant for my personal game. I'm looking at a simpler mechanic, and giving the domains a flavor. I don't find the healing unbalancing, but I think it should be limited to clerics with the Healing Domain. Give other domains other secondary uses for channelling energy.
DRAFT IDEA
If you turn undead, roll 1d20 + Charisma Modifier + Level.
If the undead has more HD than your level, you have a Sanctuary effect on you and anyone within 5 feet of you (and your roll is the DC to overcome) on any undead within 30 feet.
If the undead has less HD than your level, you get the Halt Undead effect on all undead within 30 feet (and your roll is the DC to overcome, if they get a save).
In addition, half of whatever you roll is damage to undead.
Now, if you have the healing domain, whatever your check is, is the amount you heal.
If you have the Good domain, whatever your check is, does nonlethal damage to Evil creatures within 30 feet.

Selgard |

If you want to change it, that's your business of course- but I don't see a cleric PC who has the option of getting healing/channeling and Not taking it.
It does what it's supposed to. It is /that/ good.
I've not had chance to test it yet myself, but I do look forward to playing a cleric who can cast spells that don't have the word "cure" in it.

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I like the Channel Energy ability and think it makes sense in terms of how Positive Energy works in the rest of the game. If you're sending out positive energy (instead of some insubstantial power of faith) to affect undead, then it should have a tangible effect on the living, as well. Additionally, there is an inherent balancing factor with the use of this ability: The rules also state that the healing works on all characters within the burst radius.
In other words, the effects of channeled energy are not limited to allies or enemies. That makes the use of Channel Energy a tactical decision, because you run the risk of healing your enemies with positive energy (or harming your allies with negative energy).
The Selective Channeling feat allows you to get around that to some extent, but you'll need a high Charisma score, since it only allows you to exclude a number of characters up to your Charisma bonus.

JRR |
A cleric ALWAYS has the option of casting spells other than healing spells. He's the one who casts them, not the fighter that rushes in before the thief can check for traps and gets nailed. I loved clerics in AD&D, I always prepared a couple healing spells to save someone's ass and the rest were offensive/defensive/utility spells. No one ever b&&*%ed. Of course I didn't tell the fighter what weapon to swing either.
As far as it being THAT good, that's the first sign something is overpowered. By making at optional rule, everyone won't take it, the dm will have to make it available first. It's a lot easier to not use an optional rule than to ban an existing rule. And any dm who wants to use it can do so without it being a house rule. Everyone wins.

JRR |
The entire point of the energy channeling is to allow the cleric the option of casting spells other than healing spells.
If you are finding clerics using it instead of casting their healing spells, then you have found that the mechanic is working exactly as they intended it to.
-S
Sure, I never claimed it didn't. It's just a munchkin, overpowered mechanic and smacks of 4e. An 8th level cleric can easily use this "healing surge" 8 times a day and eleven with the extra turning feat. 44d6 of healing per day. That's not even counting his spells. It's a bad idea and needs to be scrapped. That's not a slam on the designers, bad ideas are supposed to come up and be corrected via playtest.

Mistwalker |

As far as it being THAT good, that's the first sign something is overpowered. By making at optional rule, everyone won't take it, the dm will have to make it available first. It's a lot easier to not use an optional rule than to ban an existing rule. And any dm who wants to use it can do so without it being a house rule. Everyone wins.
I disagree.
I like the idea and imagery. It explains why people are going to church once a week (pick your time frame). They want the healing pulse.
There are a lot a nasty things a DM (or company) can do with a plot where the evil cleric uses his negative channeling powers. If they are not part of the main rules, I doubt that the company will write them up or use them.
It is just as easy for the DM to houserule that "this rule" is not used, as it is to say "this option" is in effect.

Selgard |

Its a good rule, imo.
And in the opinions of quite a few others.
Rather than just banning it, why not try it out, and discuss it with your players?
Clerics not having to save spells for healing is a Good thing.
Nothing sucks more as a cleric than having to save back a few
otherwise useful "spell slots" just in case someone needs a heal.
Turns largely go otherwise wasted. I for one am glad they found a good use for them.
-S

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I like it how it is. Lets the clerics use their spells for something other then healing.
BTW.. the Cure spells.. it's not really a spell for Cleric. Yes Clerics get them, but the ability to cure/inflict is how clerics heal people, not by preparing the cure spells.
Druids, Paladins, Bards, the actual Cure spells are for them.

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This ability is entirely too powerful. Please remove it from the core rules, or make it an optional rule. I mean, there's absolutely no need for healing spells, when a cleric can heal the entire party with one use of turn undead. 4d6 healing to the entire party at level 7 when cure serious is a 4th level spell gained at level 7 for 4d8+7 to ONE person? Not to mention the effect on the game world. 600 soldiers wounded, possibly dying from a battle, just cram 'em in one room and let a cleric walk by and poof they're back on the front lines.
I'm undecided and haven't play tested it.
4d6 = average 14HP healed per person (usually 4-8 people)
4d8+7 = average of 25HP healed for one person
So in gross terms it is more powerful. It is not particularly more powerful for the cleric since she doesn't benefit from the spell any more than anyone else. The other issue with it is that it heals everyone the same. Maybe the wizard doesn't need healing, so no real benefit.
Previously Turning was this ability that tended to be quite powerful in some isolated circumstances but nearly useless in many others. Now it is nearly universally useful, it doubly useful against undead but it's also useful on non-undead adventures. To be honest this often will benefit the fighter in the party more than anyone because he's the one generally taking the brunt of the hits.
Our cleric tends to be stingy about healing because she thinks she needs to contend with the mage in damage output. This will mostly break her of that because the ability is generally only useful for healing.
It also encourages Clerics to load up on CHA which makes the class a little more attribute dependant. In my eyes that's ok, you may or may not agree.
Overall... I'm liking it but haven't play tested it so this juror is withholding judgement right now.
-- Dennis

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From my currently running playtest, channel energy is not broken in the slightest. It actually frees up the cleric's spell slots for something other than spontaneous curing, making them more versatile. The evil cleric ability to sear people with their hate is just thematically beautiful. So far, no use of channel energy has been a fight-breaker; it's always been used to catch a breather in a tough fight, or something used outside of combat to conserve spell slots. I think the ability is great, and I hope it stays.
And how the crap are you cramming 600 soldiers in a room? By my count, the most possible people you can heal at once with channel energy is 225 (or thereabouts), if they're all Medium-sized and squeezing into each other's squares. That's a lot, yeah, but miracles are what people come to clerics to get. And your 20th-level super-healer is going to be healing each of those people of about 35 points of damage, on average. That much damage times that many people sounds like a lot, until you realize that an enemy wizard then hits that little gathering with a burst of doom that will easily deal twice that much damage to all of those poor slobs (who are also taking penalties to their Reflex saves for being squeezed in so tight).
It's all a matter of perspective. ^_^
Jeremy Puckett

Volaran |
I'm playing as our party cleric right now in one of two campaigns currently playtesting the Pathfinder rules.
Both games are admittedly low level (2nd and 4th respectively), but we have not seen any balance issues with the Channeling mechanic.
It should be noted that neither group has encountered or used a negative-energy-channeling cleric since the playtest began.
My PC is a cleric who makes frequent use of positive energy channeling, but aside from extra turning, is not focused on it. I find I quite the ability to do "burst healing", and given my fairly average rolls, it keeps the party going a bit longer than normal without my every single movement being dictated by who needs healing and where.
I enjoy the versatility the mechanic allows me, since I've been able to use more of my spells for non-healing purposes. I also like that I frequently have to make the hard choice of healing a foe as well as a severely injured ally, since I do not have Selective Channeling feat.
Our few encounters involving undead have been a bit varied. Although it was nice to deal some damage with my channeling, at low levels it seemed to be quite secondary to causing any undead to retreat. I imagine at higher levels, this is quite likely to be the reverse.
In mixed groups of undead and living creatures, again since I do not have Selective Turning, I have found the Channeling less and less useful the more the encounter goes on, due to prolonging the lives of the living opponents.
Rather sadly, the Cleric of the second playtest group designed his character with more melee in mind (he is a multiclass Fighter/Cleric) and often has to be reminded of the healing function of turning, so it has not seen much use.