IceBear said:No, I was just being honest
I guess I perfer Will Save for 1/2 damage as it prevents the spell from being insta-kill, it keeps it in line with the inflict spells, is simplier to use (no, I don't normally use a calculator during games - we don't tend to stop to look up charts, etc either so anything that forces a pause we don't like) while keeping harm from being nerfed too much (My group and I have played a lot of the old editions too, so we like things to still be in line with the old too - I know that it's a new edition but some habits are hard to break).
It's what my group and I used since the beginning and we've had no problems with it. Also, my players generally have no idea how many hitpoints a dragon, or any other creature has (could be a runt or it could be a weaker larger one), and in all honesty I doubt there will ever be an encounter with a monster with more than 200hp in my campaigns before we retire and start over (none of us a big fans of levels 15+) so we would run into a lot of creatures with fewer hitpoints than you designed your version for.
Anyway, I apologize - I'm not in the best of moods today and I let it get the better of me.
IceBear
Anubis said:
It's okay. I would like it better if no one disliked me, but . . .
Anyway, if you ain't ever gonna play into Epic levels, save for half works just fine. I designed the fix for Harm taking into consideration ALL possible levels of play, including and ESPECIALLY Epic levels. (There's nothing worse than seeing a 2,000 hp Prismatic Dragon reduced to 1,000 AFTER a save, heh . . .)
If that ain't your game, though, you don't need my fix, true enough. I love EPIC games, so that's why I need to consider such balancing factors.
IceBear said:Yeah, I might introduce a cap as well if it still ends up being overpowered. In my campaigns, no one tends to have a lot of hitpoints so a cap isn't needed right now. I'm taking a wait and see approach.
I think the main reason many people don't use a cap is because of trying to keep the new harm symmetrical with heal. If there is a cap on the amount of damage you can inflict, there should be a cap on the amount you can heal.
IceBear
Slay Living is what does a laughable amount of damage, being about 10.5 + caster level in damage. By the time you can cast the spells regularly, Harm is always doing more damage! (After Level 20, few enemies have LESS than 300 hit points.)
Harm thus beats Slay Living in every aspect. Yeah, against vreatures with few hit points, Slay Living will do more. Why, however, would you cast Harm on something with fewer hit points? YOU WOULDN'T. Characters know what have loads of hit points and what don't, it ain't rocket science.