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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: 372073" data-attributes="member: 2486"><p>A few general comments:</p><p></p><p> </p><p></p><p>My mistake. I guess I misinterpreted it. By this ruling, save-for-half sounds fine.</p><p></p><p>On the 250hp thing:</p><p></p><p>I find this difficult to believe: that *most* of your characters can have greater than 250hps. Fair enough, heavy tanks may have upwards of 300, but an average wizard? Assuming average hit point rolls, giving 51.5hps, he'd need a Con bonus of +10 to exceed 250hps. So assuming you wish it up 5 points and have a +6 item, you'd need a Constitution of 19...hmmm, so either your wizard bumps his Con as levelling boosts (er...not likely) or he's a dwarf and put a 17 score in Con (er...also not likely). We can discuss 8xEmpowered Endurance Incantatrices, but are these standard in your game?</p><p></p><p> </p><p></p><p>Such is true. Will saves also bring it in line with the Inflict Wounds family.</p><p></p><p> </p><p></p><p>Now this is unfair. You're assuming that Harm's full effect is comparable to Destruction. Clearly it isn't: Harm requires a touch attack, and reduces the victim to d4hps. Destruction require no touch, destroys the victim completely and means that they can't be restored short of 9th level magic. Hardly an equivalence. You can assume that Harm is similar to a death effect, but remember it actually isn't.</p><p></p><p> </p><p></p><p>I'm sorry, but this is the worst argument I've seen in a long time. So, wizards are smart in character, so they managed to choose how healthy they are? In your game, they are *so* smart they can manipulate themselves genetically? Or do they simply workout every day, which was *highly* irregular in a fantasy/medieval setting.</p><p></p><p> </p><p></p><p>By rolling better than crap, you mean 20% better than average; and his MINIMUM still falls short by 100hps of the 250 you cited earlier.</p><p></p><p>As for the monk...at high levels, he can be taken out by virtually any other class.</p><p></p><p>Fighters, paladins, rangers and barbarians can simply take him out through sheer assault power.</p><p>Clerics and Druids can buff and bash (Druid + Shapechange=...)</p><p>Wizard and Sorcerers...Time Stop.</p><p></p><p>Indeed, the only classes who would struggle are the rogue and bard. What was that about power?</p></blockquote><p></p>
[QUOTE="Al, post: 372073, member: 2486"] A few general comments: My mistake. I guess I misinterpreted it. By this ruling, save-for-half sounds fine. On the 250hp thing: I find this difficult to believe: that *most* of your characters can have greater than 250hps. Fair enough, heavy tanks may have upwards of 300, but an average wizard? Assuming average hit point rolls, giving 51.5hps, he'd need a Con bonus of +10 to exceed 250hps. So assuming you wish it up 5 points and have a +6 item, you'd need a Constitution of 19...hmmm, so either your wizard bumps his Con as levelling boosts (er...not likely) or he's a dwarf and put a 17 score in Con (er...also not likely). We can discuss 8xEmpowered Endurance Incantatrices, but are these standard in your game? Such is true. Will saves also bring it in line with the Inflict Wounds family. Now this is unfair. You're assuming that Harm's full effect is comparable to Destruction. Clearly it isn't: Harm requires a touch attack, and reduces the victim to d4hps. Destruction require no touch, destroys the victim completely and means that they can't be restored short of 9th level magic. Hardly an equivalence. You can assume that Harm is similar to a death effect, but remember it actually isn't. I'm sorry, but this is the worst argument I've seen in a long time. So, wizards are smart in character, so they managed to choose how healthy they are? In your game, they are *so* smart they can manipulate themselves genetically? Or do they simply workout every day, which was *highly* irregular in a fantasy/medieval setting. By rolling better than crap, you mean 20% better than average; and his MINIMUM still falls short by 100hps of the 250 you cited earlier. As for the monk...at high levels, he can be taken out by virtually any other class. Fighters, paladins, rangers and barbarians can simply take him out through sheer assault power. Clerics and Druids can buff and bash (Druid + Shapechange=...) Wizard and Sorcerers...Time Stop. Indeed, the only classes who would struggle are the rogue and bard. What was that about power? [/QUOTE]
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If Harm is broken, what's the best house rule for it?
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