Cleric / paladin - Channel Energy and saving throws


Classes: Cleric, Druid, and Paladin

Silver Crusade

Hi to all,

I know I'm terribly late on this topic, but... While playing I met the biggest turndown of channel energy: the saving throw.

The party was fighting against the seven spawn of Kyuss in the basement of Blackwall Keep, during Age of Worms, and I realized that the cleric and the paladin could cover, with their channel positive energy ability, could well cover the whole room they were fighting inside.
...
This meant SEVEN saving throws every round, and keeping tabs on which spawn was shaken, which one were panicked... and regularly forgetting which one was suffering what.

Can we "go back a step", and remove the saving throw, or find another way to adjudicate the effects of the channel energy ability? I don't mean I want to go back to the nearly useless 3.5 turn undead ("sacred" feats had to be created to make turning useful...), but... take the image of Kyra in Gods and Magic: epic, wonderful, cool. But for a for a PFRPG DM, that channel energy would be something of a nightmare... so many saving throws... >_<

EDIT: Disclaimer. I know, "use something to remember the status of the enemies"... "God, what would you do with more enemies"... "Just seven? I managed to run through a fight with 30 18th-level wizards and had no problems remembering their buffs"...
Honestly, I don't play RPGs for combat, the thought of combats that last 3-4 hours bore me to snore and I beleive many DMs and players are with me on this. I'm not a combat-oriented DM, and that's one of the reasons I don't like 4E. Make combat simple, guys. ;-)

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