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Harm Changes
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<blockquote data-quote="Anubis" data-source="post: 327348" data-attributes="member: 2358"><p>Don't get me wrong, I do think there are probems with Heal, and I am disturbed that there has been no errata for Harm or the Armor of Speed as of yet. Both are VERY broken.</p><p></p><p>Well, Harm may not be. The jury's still out on that one. I'm leaning toward it being broken, however. Heck, it's the only spell thatcurrenly continues to be one of the most powerful in the game even at Level 100, and without ANY metamagic feats.</p><p></p><p>As for Armor of Speed, it is currently banned in my game altogether, although I am considering making it an epic ability once I review things more.</p><p></p><p></p><p></p><p>Altogether, Harm gets more broken the higher level you reach. At Level 11, it isn't too bad, because it's only doing as much as other spells. At Level 40, however, it does more damage than any other spell in the game, hands down. The damage limit isn't the answer, I don't believe. A save for half damage might be the answer, but then the spell would still be just as good against really powerful enemies, so I am not convinced.</p><p></p><p>The only actual acceptable solution I can think of is a save for 5d8+caster level damage. I would NOT, however, limit that damage to prevent it from taking an opponent below 4 hp, however. It matters not if it can do more damage on a successful save. There are other spells that do a similar thing, namely Disintegrate and Destruction. Both have the ability to kill on a successful save, and dying from that is MUCH better than failing th save because your body is still in tact. Besides, what are the chances of ANYONE who could die from this successful Harm save actually making the save? Slim to none. There is no support in the rules for damage limits, and therefore none should be applied, not to mention they're not necessary.</p></blockquote><p></p>
[QUOTE="Anubis, post: 327348, member: 2358"] Don't get me wrong, I do think there are probems with Heal, and I am disturbed that there has been no errata for Harm or the Armor of Speed as of yet. Both are VERY broken. Well, Harm may not be. The jury's still out on that one. I'm leaning toward it being broken, however. Heck, it's the only spell thatcurrenly continues to be one of the most powerful in the game even at Level 100, and without ANY metamagic feats. As for Armor of Speed, it is currently banned in my game altogether, although I am considering making it an epic ability once I review things more. Altogether, Harm gets more broken the higher level you reach. At Level 11, it isn't too bad, because it's only doing as much as other spells. At Level 40, however, it does more damage than any other spell in the game, hands down. The damage limit isn't the answer, I don't believe. A save for half damage might be the answer, but then the spell would still be just as good against really powerful enemies, so I am not convinced. The only actual acceptable solution I can think of is a save for 5d8+caster level damage. I would NOT, however, limit that damage to prevent it from taking an opponent below 4 hp, however. It matters not if it can do more damage on a successful save. There are other spells that do a similar thing, namely Disintegrate and Destruction. Both have the ability to kill on a successful save, and dying from that is MUCH better than failing th save because your body is still in tact. Besides, what are the chances of ANYONE who could die from this successful Harm save actually making the save? Slim to none. There is no support in the rules for damage limits, and therefore none should be applied, not to mention they're not necessary. [/QUOTE]
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