Al said:
I still dislike save-for-half. This effectively means that two Harms and you're toast, etc. etc. etc.
maddman75 said:I haven't read through this entire thread, just thought I'd run mine past you guys.
<full metal jacket>
THIS IS MY HOUSE RULE FOR HARM. THERE ARE MANY LIKE IT, BUT THIS ONE IS MINE
</full metal jacket>
Fort save applies. Those who succeed takes 6d8+level in damage, minimum of 4 hit points.
This keeps it in line with the inflict spells. I *know* that it isn't part of the cure chain, but it has a symmetry that I like. Plus it places it in power cleanly between SLay Living and Destruction.
Thanee said:
Hmmm... I actually know very few people that do believe that the monk is one of the more powerful classes out there.
Sure, the monk really looks powerful on the first glance, but effectively, they tend to be rather weak in our games at least, definitely no match for the clerics or wizards.
Thanee said:
About harm and your arguments, Anubis, I want to say one thing.
You can never really prove that harm is broken, simply because there is no fixed (i.e. mathematically sound) definition of what broken means.
Thanee said:
In general, I absolutely agree, tho, that harm is too powerful for its level, as most others seem to do.
Some people, however, do think the spell is ok and balanced by other factors (altho, they surely also admit, that the spell is or at least can be extremely powerful). Their perception of broken-ness is just very different and therefore you'll never come to an agreement (getting back to the point, where broken is not well defined) with them.
Bye
Thanee
Anubis said:Let's see . . . More attacks than any other class . . . More damage than any other class once you gain more levels . . . Three good saves . . . A whole lot of nifty special abilities . . . Hmmm . . . I can't see anything NOT powerful about this class.
I'm partial to either a flat 6d6 damage, which I am second-guessing because that makes it more powerful on save than Disintegrate, or a flat 3d8 + 1/2 caster level in damage, which would keep it in line with other cure/inflict spells. (They all do 1d8+level damage, per spell level, half that on save. Harm does considerably more with a regular hit, and thus should do less on a save.)
More damage than any other class once you gain more levels
I have 500 hit points, I save, I go to 250. I get hit with harm again, I save, I go to 125. I get hit with harm again, I save, I go to 63...
1) Harm and Heal go together, and since they have opposite effects on Undead, giving Harm a Fort save means neither spell can effect Undead because they are immune to things requiring a Fort save unless it can also damage objects, which this can't. If a save applies, it MUST be a Will save.
6d8+level damage on save makes it more powerful after a save than Destruction, which is a level higher.
Especially for Wizards, this is QUITE in-character, considering how smart they're supposed to be.
This is 150 MINIMUM for most people who roll better than crap

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