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General Tabletop Discussion
*Pathfinder & Starfinder
If Harm is broken, what's the best house rule for it?
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<blockquote data-quote="Anubis" data-source="post: 366085" data-attributes="member: 2358"><p>VERY FEW monsters have those abilities, and even more do not just expect clerics to walk in and cast Harm. You can NEVER judge the power of a spell based on the defenses around it, mainly because ALL spells have those same defenses, generally speaking. SR applies to most, Antimagic to all, and Displacement to all touch. You can't judge it's power comparing it to defenses, otherwise all the instant-death spells would be Level 4 because that's when you get Death Ward.</p><p></p><p>You must judge a spell based on its own merits and what it entails. Harm is certain death when it hits, and has no save, unlike EVERY OTHER INSTANT-DEATH SPELL IN THE GAME. The 1d4 hp you keep at the end does NOT balance the no save. That's just ridiculous!</p><p></p><p>Use your heads, people! Harm=Death in 99% of all cases, has no save, making it THE most powerful spell in the entire game!</p><p></p><p></p><p></p><p>We frown upon metagame thinking. These dragons were thousands upon thousands of feet apart. The scaves spanned MILES, not feet. The individual dragons had no way of knowing what was happening to the others. That would be metagame thinking. The caves were so dangerous, AND the mayor of the metropolis had promised protection, so the dragons figured it to be reasonably safe down there. Know the facts before opening your mouth.</p></blockquote><p></p>
[QUOTE="Anubis, post: 366085, member: 2358"] VERY FEW monsters have those abilities, and even more do not just expect clerics to walk in and cast Harm. You can NEVER judge the power of a spell based on the defenses around it, mainly because ALL spells have those same defenses, generally speaking. SR applies to most, Antimagic to all, and Displacement to all touch. You can't judge it's power comparing it to defenses, otherwise all the instant-death spells would be Level 4 because that's when you get Death Ward. You must judge a spell based on its own merits and what it entails. Harm is certain death when it hits, and has no save, unlike EVERY OTHER INSTANT-DEATH SPELL IN THE GAME. The 1d4 hp you keep at the end does NOT balance the no save. That's just ridiculous! Use your heads, people! Harm=Death in 99% of all cases, has no save, making it THE most powerful spell in the entire game! We frown upon metagame thinking. These dragons were thousands upon thousands of feet apart. The scaves spanned MILES, not feet. The individual dragons had no way of knowing what was happening to the others. That would be metagame thinking. The caves were so dangerous, AND the mayor of the metropolis had promised protection, so the dragons figured it to be reasonably safe down there. Know the facts before opening your mouth. [/QUOTE]
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If Harm is broken, what's the best house rule for it?
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