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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: 373930" data-attributes="member: 2358"><p>Hmmm . . . You have a point there . . . Hey, finding the fix is difficult! It's easy to see that Harm is broken, but finding the fix is much more difficult!</p><p></p><p>Basically, half damage doesn't work because then the spell still deals LOADS of damage even upon a successful save, which would make it overpower Slay Living AND Destruction. A set amount of damage doesn't work because then the spell could deal more damage after a save than before it against creatures with less hit points.</p><p></p><p>Obviously, the solution must be a function of either the creature's hit points (which on a save means the stronger the creature is, the more damage it takes, which is silly) or a function of caster level (finding the function is the hard part). Wait a sec . . . I got it!</p><p></p><p>I'll post again the big solution in a moment! First to refute your arguments . . .</p><p> </p><p></p><p></p><p>Let's not. The DMG characters, first off, are NPCs, not PCs, and regardless of that fact, the DMG characters are pathetic.</p><p></p><p></p><p></p><p>We're talking about total potential, not damage at a specific level.</p><p></p><p></p><p></p><p>My monks don't put feats into the kama. Instead, I would rather get Weapon Finesse and Weapon Focus with Unarmed Strike, and also get a Belt of Giant Strength for damage. By Level 10, my monk has +2 to Strength, Dexterity, AND Wisdom. On top of that, my monks are human and have a bonus feat. Instead of the Dodge chain of feats, I would be taking better combat feats until higher levels, and THEN I might take Dodge to open up Epic Dodge later.</p><p></p><p></p><p></p><p>This is a weak monk. At Level 20, mine will have +6 to Strength, Dexterity, AND Wisdom, a +5 inherent bonus to Dexterity and Wisdom, and an Amulet of Might Fists +5, plus other goodies. So my monk would have, with base stats as in the DMG:</p><p></p><p>Str 20, Dex 27, Con 18, Int 10, Wis 28, Cha 8.</p><p></p><p>That gives me a total of +29/+26/+23/+20/+17, and I'll be doing 1d20+10 points of damage per hit. That not counting other fun stuff I could do.</p><p></p><p></p><p></p><p>My campaigns can be generational at times, so this does have an effect.</p><p></p><p></p><p></p><p>Again, crappy monk. First off, I would spend a little bit on a Cloak of Resistance +5, considering they're so cheap. My saves would be Fort +21, Ref +25, Will +26, giving me a total of +72. Only a paladin with very high Charisma could beat that, and even then not by much, because I have all good saves and the paladin does not.</p><p></p><p></p><p></p><p>A staple? Since when? Maybe one Mass Fly for creatures out of reach, but a staple? I think not. There are much better spells at those levels, and a thing called archers along with the fact that flyers can't usually hit you any better than you can hit them, except for dragons and some.</p><p></p><p></p><p></p><p>Been there, done that, got the kill count.</p></blockquote><p></p>
[QUOTE="Anubis, post: 373930, member: 2358"] Hmmm . . . You have a point there . . . Hey, finding the fix is difficult! It's easy to see that Harm is broken, but finding the fix is much more difficult! Basically, half damage doesn't work because then the spell still deals LOADS of damage even upon a successful save, which would make it overpower Slay Living AND Destruction. A set amount of damage doesn't work because then the spell could deal more damage after a save than before it against creatures with less hit points. Obviously, the solution must be a function of either the creature's hit points (which on a save means the stronger the creature is, the more damage it takes, which is silly) or a function of caster level (finding the function is the hard part). Wait a sec . . . I got it! I'll post again the big solution in a moment! First to refute your arguments . . . Let's not. The DMG characters, first off, are NPCs, not PCs, and regardless of that fact, the DMG characters are pathetic. We're talking about total potential, not damage at a specific level. My monks don't put feats into the kama. Instead, I would rather get Weapon Finesse and Weapon Focus with Unarmed Strike, and also get a Belt of Giant Strength for damage. By Level 10, my monk has +2 to Strength, Dexterity, AND Wisdom. On top of that, my monks are human and have a bonus feat. Instead of the Dodge chain of feats, I would be taking better combat feats until higher levels, and THEN I might take Dodge to open up Epic Dodge later. This is a weak monk. At Level 20, mine will have +6 to Strength, Dexterity, AND Wisdom, a +5 inherent bonus to Dexterity and Wisdom, and an Amulet of Might Fists +5, plus other goodies. So my monk would have, with base stats as in the DMG: Str 20, Dex 27, Con 18, Int 10, Wis 28, Cha 8. That gives me a total of +29/+26/+23/+20/+17, and I'll be doing 1d20+10 points of damage per hit. That not counting other fun stuff I could do. My campaigns can be generational at times, so this does have an effect. Again, crappy monk. First off, I would spend a little bit on a Cloak of Resistance +5, considering they're so cheap. My saves would be Fort +21, Ref +25, Will +26, giving me a total of +72. Only a paladin with very high Charisma could beat that, and even then not by much, because I have all good saves and the paladin does not. A staple? Since when? Maybe one Mass Fly for creatures out of reach, but a staple? I think not. There are much better spells at those levels, and a thing called archers along with the fact that flyers can't usually hit you any better than you can hit them, except for dragons and some. Been there, done that, got the kill count. [/QUOTE]
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If Harm is broken, what's the best house rule for it?
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