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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="ruleslawyer" data-source="post: 388943" data-attributes="member: 1757"><p>Not to continue beating the horse, but:</p><p></p><p><em>Spell immunity</em> does nothing against <em>harm</em> (it's capped at 4th-level spells).</p><p></p><p>The Reach Spell feat (T&B) and the divine reach ability of the hierophant prestige class (FRCS) get around most of the other problems. There's also a <em>greater spectral hand</em> spell floating around in a S&S product, IIRC. Granted, these are supplements, but be sure that <em>harm</em> is balanced for YOUR campaign, and your campaign might include some of these.</p><p></p><p></p><p></p><p>As you may have realized, it's likely that heal/harm fall, at least thematically, within the cure/inflict line of spells. As such, a Will save seems appropriate. The Necro spells that trigger Fort saves are generally spells with the [Death] designator.</p><p></p><p>I'm glad you don't have a problem with the Will half solution any more, Anubis. I don't see why you did in the first place, though. The Will half solution is exactly in line with inflict spells and other damage-dealing spells (which is essentially what harm is), and does mean that harm never will inflict more damage on a successful save than on a failed one.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 388943, member: 1757"] Not to continue beating the horse, but: [i]Spell immunity[/i] does nothing against [i]harm[/i] (it's capped at 4th-level spells). The Reach Spell feat (T&B) and the divine reach ability of the hierophant prestige class (FRCS) get around most of the other problems. There's also a [i]greater spectral hand[/i] spell floating around in a S&S product, IIRC. Granted, these are supplements, but be sure that [i]harm[/i] is balanced for YOUR campaign, and your campaign might include some of these. As you may have realized, it's likely that heal/harm fall, at least thematically, within the cure/inflict line of spells. As such, a Will save seems appropriate. The Necro spells that trigger Fort saves are generally spells with the [Death] designator. I'm glad you don't have a problem with the Will half solution any more, Anubis. I don't see why you did in the first place, though. The Will half solution is exactly in line with inflict spells and other damage-dealing spells (which is essentially what harm is), and does mean that harm never will inflict more damage on a successful save than on a failed one. [/QUOTE]
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If Harm is broken, what's the best house rule for it?
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