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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="Al" data-source="post: 369844" data-attributes="member: 2486"><p>I still dislike save-for-half. This effectively means that two Harms and you're toast, etc. etc. etc.</p><p></p><p>This cannot be said for any other spell in the game. Sure, two Meteor Swarms are going to hurt, but it's not going to *guarantee* that you're all but dead. Bear in mind that it terms of sheer damage, your best bet is probably a Maximised Blade Barrier for 120 damage: this allows a Reflex save for nothing. The best save-for-half damage spell is probably a Double Empowered Cone of Cold, pitching in at save for 15d6 (average around 50). With two saves for half, you'll be taking in the region of 100 damage, unlikely to kill you at top-level. Two Meteor Swarms, allowing no save, is going to weigh in at 160 damage: probably enough to take out a wizard or rogue, but falling far short of a heavy tank fighter, who can have upwards of 300.</p><p></p><p>So even at save-for-half, it's a bit too lethal for 6th level. Compare with Disintegrate, which allows a save-for-5d6. It's slightly different, but it's the only instakill save-partial effect at this level, so I'm afraid that's the best equivalency I can make. I will freely admit it's more dangerous, so save for 6d8+level sounds fair to me by means of compromise.</p></blockquote><p></p>
[QUOTE="Al, post: 369844, member: 2486"] I still dislike save-for-half. This effectively means that two Harms and you're toast, etc. etc. etc. This cannot be said for any other spell in the game. Sure, two Meteor Swarms are going to hurt, but it's not going to *guarantee* that you're all but dead. Bear in mind that it terms of sheer damage, your best bet is probably a Maximised Blade Barrier for 120 damage: this allows a Reflex save for nothing. The best save-for-half damage spell is probably a Double Empowered Cone of Cold, pitching in at save for 15d6 (average around 50). With two saves for half, you'll be taking in the region of 100 damage, unlikely to kill you at top-level. Two Meteor Swarms, allowing no save, is going to weigh in at 160 damage: probably enough to take out a wizard or rogue, but falling far short of a heavy tank fighter, who can have upwards of 300. So even at save-for-half, it's a bit too lethal for 6th level. Compare with Disintegrate, which allows a save-for-5d6. It's slightly different, but it's the only instakill save-partial effect at this level, so I'm afraid that's the best equivalency I can make. I will freely admit it's more dangerous, so save for 6d8+level sounds fair to me by means of compromise. [/QUOTE]
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*Pathfinder & Starfinder
If Harm is broken, what's the best house rule for it?
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