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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="demiurgeastaroth" data-source="post: 389759" data-attributes="member: 7532"><p><strong>An Enworld newbie's house Rule</strong></p><p></p><p>Hello!</p><p></p><p>The way I've decided to treat Harm is as follows:</p><p></p><p>No saving throw, damage done = Caster Level x5, cannot reduce target below it's Hit Dice (i.e. a 12HD character cannot be reduced below 12 hit points by this spell).</p><p></p><p>This is far less than other caps I've seen, but I think that a spell can do 120 at caster level 12 is still effectively a save-or-die spell against many targets it will be used against (for example, PCs and NPCs, as opposed to dragons).</p><p></p><p>One of the main objections to Harm is the way that it breaks the damage cap. Even my CLx5 spell still breaks the damage cap, but it's tolerable to me because you can't Empower or Maximise it.</p><p></p><p>It's a lot less effective than the original and some of the solutions, but that's because all those options generate too much damage.</p><p></p><p>By doing much lower damage, it can't really be considered a save-or-die spell anymore, so comparisons with spells like Slay Living and Finger of Death are meaningless. The choice of which to use is a tactical one: "I can Slay Living and have a <em>chance</em> of killing outright, or I can inflict 60 points <em>automatically</em>. </p><p></p><p>For a cleric having such an effective damage spell is nothing to be sneezed at. I think it's still a very effective spell and will see a lot of use. </p><p></p><p>By the way, I'm treating Heal the same way. It doesn't heal everything, it heals caster level x5. I've noticed in a high level game, the lower cure wounds become meaningless as do healing potions - why bother when the cleric can use Heal or Mass Heal? With this rule, lower level healing remains viable - a character can use a healing potion and not feel those points will be wasted when the cleric later casts Heal.</p><p></p><p>Demi</p></blockquote><p></p>
[QUOTE="demiurgeastaroth, post: 389759, member: 7532"] [b]An Enworld newbie's house Rule[/b] Hello! The way I've decided to treat Harm is as follows: No saving throw, damage done = Caster Level x5, cannot reduce target below it's Hit Dice (i.e. a 12HD character cannot be reduced below 12 hit points by this spell). This is far less than other caps I've seen, but I think that a spell can do 120 at caster level 12 is still effectively a save-or-die spell against many targets it will be used against (for example, PCs and NPCs, as opposed to dragons). One of the main objections to Harm is the way that it breaks the damage cap. Even my CLx5 spell still breaks the damage cap, but it's tolerable to me because you can't Empower or Maximise it. It's a lot less effective than the original and some of the solutions, but that's because all those options generate too much damage. By doing much lower damage, it can't really be considered a save-or-die spell anymore, so comparisons with spells like Slay Living and Finger of Death are meaningless. The choice of which to use is a tactical one: "I can Slay Living and have a [I]chance[/I] of killing outright, or I can inflict 60 points [I]automatically[/I]. For a cleric having such an effective damage spell is nothing to be sneezed at. I think it's still a very effective spell and will see a lot of use. By the way, I'm treating Heal the same way. It doesn't heal everything, it heals caster level x5. I've noticed in a high level game, the lower cure wounds become meaningless as do healing potions - why bother when the cleric can use Heal or Mass Heal? With this rule, lower level healing remains viable - a character can use a healing potion and not feel those points will be wasted when the cleric later casts Heal. Demi [/QUOTE]
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If Harm is broken, what's the best house rule for it?
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