IceBear said:
And if you pull crap like this all the time your players are REALLY going to love you. Not everyone has the same access to these resources you know. And again, these are counters to MANY things not just harm, but these other things also have their own balances.
IceBear
FlimFlam said:I don't think Harm will be erratted at all, as it seems to be a sacred cow.
FlimFlam said:
I think that is my point though. This wouldn't happen ALL the time, nor should it. Face it, sooner or later Harm is going to effect the bad guys. Whether it is a lowly orc or the all powerful wizard terrorizing the world.
Not quite sure what you mean by their own balances though. Do you mean, "saving throws"?
Yeah, finding a better alternative isn't always easy; I know that from, for exmaple, my problem with Rangers...Henry said:
These are my beefs with it as written - yet I still use it unmodified in my games. Funny, huh?
Henry said:
All of the spells mentioned by the others (The power word spells, Otto's Irresistable Dance, etc.) have one thing in common - they are 8th or 9th level in power, and meant to be cast by hideously powerful spellcasters against hideously powerful opponents. Power word Stun does not make an opponent helpless, but it does give you an advantage for a couple of rounds.
Harm is a 6th level spell, and deadly to most living beings. Against anyone but the exceptionally swift, it is a combat-winning spell, castable by someone just halfway to maximum level.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.