You can, with -pray, already effectively remove a stake from your heart (cancel turning) in a way that's not traditionally available to players or NPCs of the vampire race, and be immune to further staking unless a second stake specialist shows up. At a certain point we're no longer arguing for agency, and we're arguing for paper(vampire) to have counters for scissors(turn undead).
Ork wrote: ↑Sun Jan 02, 2022 2:45 pm
Void wrote: ↑Sun Jan 02, 2022 1:17 pm
If a lahtandrite cleric encounters an undead, there's only so many ways it can go. Even if undead are PC. That was my point.
I do want to challenge you here. I agree with what you that this interaction is almost always hostile, but hostility can be acted upon in a lot of ways. When the power differential is squarely in your favor I do think great roleplayers use that to create a compelling narrative - not just a pvp opportunity.
And, I do think it's fine clerics have this power differential. Make it work for your enemy's story.
100% this. I am not without empathy for the lack of a vampire player's agency when turned- I've been in favor of non-vanilla fear replacing the turn fear since page one.
However, following up on the thoughts about this being a stage, if you're playing, say, the wicked witch of the west, no matter how mechanically crippling it is, if water touches you, you melt and die. It doesn't matter if you caused the rainstorm outside, you have to go seek shelter or melt and die.
This is part of the character you're playing.
That you didn't seek the priest out for a fight doesn't matter- the priest has their own story going on, and if they hear 'vampire spreading evil at location X' they're probably going to go to location X. That also is part of the story you signed up for when playing a vampire. Unless you're Count Strahd, you are
meant to be as secretive about your existence as possible, and if you can't be, that comes with extra challenges.
Someone mentioned the exorcist ending at the beginning if the priest had just slapped the demon with a bible. Now, to translate this to an Arelith narrative, imagine that the priest wasn't some young kid fresh off the boat. Imagine that the priest had to struggle to bring their conviction to a point where they could even stand in front of this demon without pissing themselves, that they've exorcised a dozen demons before this, that before stepping into the building they said hours of prayers to fortify themself in goodness.
The priest has a player, too, and they've gone through trials and tribulations to get to the point where they can turn a vampire at all- much less one that's level 30. That the advantages they have are monumental doesn't mean one of them should be taken away because it's being used against a player- a player who agreed to suffer those disadvantages and more when playing the role of an undead Monster Race.
When you play a monster, according to a recent DM reminder, you are agreeing to play a foil that some people will just outright attempt to slay.
I agree with Ork that if there is an obvious power disparity that it's a high-class move to take advantage of it to create narrative opportunity, but not everyone is a max RPR kind of player. Getting curb-stomped by turning is not as fun for the vampire, but that's a take it on the chin and move on moment for the role - one that you signed up for by making a vampire, just like if you'd decided to play the wicked witch of the west in Waterworld.
If I were playing a vampire PC (never happen, the odds of me getting a major award are the same as you winning a fight after you've been turned
) I would be waiting for the first priest or paladin that turned me and didn't immediately curb stomp me, and I would latch onto them as my primary protagonist for further story development - and possible conclusion. But that's just my take on it.