A quick note on the practice of turning undead.
I think that we can all agree the system in the Dungeon Master's Guide (and elsewhere) sucks. I think it does for two basic reasons:
1) It either works or it doesn't work. There's no drama beyond one die roll and if that roll fails, the turning ability is useless.
2) When it works, it works TOO MUCH. It completely drives the undead away, making them ridiculously easy to manage and kill, especially with regards to the lower undead such as zombies and skeletons. By the time the cleric is 4th level, you might just as well not even throw either at the party ... and the same is true for many undead once the cleric is 7th.
I propose the following:
1) The die is rolled exactly like before, only if it isn't successful, the cleric can STILL roll again the following round. Failure this round does not mean failure next round.
2) Turning undead is an action that takes virtually the whole round; it will let the cleric move one hex while doing so.
3) When the cleric is successful, the cleric's turning will literally pick up and move the undead back 10 feet, or two hexes - during which time the undead may drop to a knee or be temporarily non-corporeal (with respect to shadows, wraiths, etc); and for the following round the undead is treated as 'stunned' and cannot move or take action.
4) The number of undead that can be so affect is up to 2 HD per level of the cleric - the cleric determines which undead are so thrust back.
This is not a forum for persons to interject their own solutions or propose their own, completely unconnected ideas. I am not looking for different ideas than the one I'm proposing - I am looking for errors in my logic.