MikeTheMerciless |
Perhaps I'm being a bit nitpicky, but this is too much. Just repelling the undead isn't enough, now you gotta do damage AND heal your friends who are nearby. With this ability, there should be NO skeletons, zombies, ghouls, ghosts, or anything but liches, bodaks, and the occassional vampire. All undead should be put on the endangered species list.
Admittedly, it isn't as powerful as the Complete Divine variant rule where you deal 1d6 damage/cleric level, but it's still too much power.
Ol'Zeek |
The best part about it that I have found is that the healing really speeds the game up a bit - especially if you are fond of wandering monsters during camp. Perhaps we can have their save negate instead of halve the damage? I do kind of like the symmetry of the positive and negative energies (ie heals undead hurts life, heals life hurts undead).
KaeYoss |
Nah, it's alright. The old mechanic was rubbish, and this one actually makes sense. It's positive energy - that stuff heals living creatures and harms the undead.
Doesn't make undead pushovers, either. So the level 1 cleric can blast a bunch of skeletons half to death with one use? Big deal. By level 2, the cleric would obliterate them in the old rules, anyway.
Mortagon |
Nah, it's alright. The old mechanic was rubbish, and this one actually makes sense. It's positive energy - that stuff heals living creatures and harms the undead.
Doesn't make undead pushovers, either. So the level 1 cleric can blast a bunch of skeletons half to death with one use? Big deal. By level 2, the cleric would obliterate them in the old rules, anyway.
And don't forget that evil clerics (and some neutral ones) can do the same to living creatures.