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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="S'mon" data-source="post: 394903" data-attributes="member: 463"><p>I think restricting Harm (and Heal?) to a 5hp/level cap makes them a bit weak for a standard-magic campaign, it means in the _typical_ fight the Cleric will be coming up against the cap, since most enemies & friendly meat shields will have more hp than that, ie it does significantly change the power of the spell. At 10 hp/level they retain their traditional function & power vs the meat-shields and enemy NPCs, but we avoid the (IMO) big problem of the 655-hp Great Wyrm or similar being taken down by a no-save ranged touch attack in 1 action. Also, in Epic Level & deity combat it's likely that opponents will have a LOT of Heal spells to call on, if they automatically heal all damage, given how high hp are & multiple actions/round with Haste, Quickening etc, the fights get a bit arbitrary - 1e avoided this in that hp totals at high levels were low compared to damage-dealing, and Heal was a full-round (1 minute action), so anyone who tried to cast it in combat would likely be hit before they finished. </p><p></p><p>Ergo, I think having an Epic Level deity character with, say, 20 cleric levels & a vast number of Fighter etc levels, with say 2000 hp total, reduced down to 100 hp from damage, get back 200hp/Heal, is a lot better than getting 1900 hp back from this 6th level spell! YMMV.</p></blockquote><p></p>
[QUOTE="S'mon, post: 394903, member: 463"] I think restricting Harm (and Heal?) to a 5hp/level cap makes them a bit weak for a standard-magic campaign, it means in the _typical_ fight the Cleric will be coming up against the cap, since most enemies & friendly meat shields will have more hp than that, ie it does significantly change the power of the spell. At 10 hp/level they retain their traditional function & power vs the meat-shields and enemy NPCs, but we avoid the (IMO) big problem of the 655-hp Great Wyrm or similar being taken down by a no-save ranged touch attack in 1 action. Also, in Epic Level & deity combat it's likely that opponents will have a LOT of Heal spells to call on, if they automatically heal all damage, given how high hp are & multiple actions/round with Haste, Quickening etc, the fights get a bit arbitrary - 1e avoided this in that hp totals at high levels were low compared to damage-dealing, and Heal was a full-round (1 minute action), so anyone who tried to cast it in combat would likely be hit before they finished. Ergo, I think having an Epic Level deity character with, say, 20 cleric levels & a vast number of Fighter etc levels, with say 2000 hp total, reduced down to 100 hp from damage, get back 200hp/Heal, is a lot better than getting 1900 hp back from this 6th level spell! YMMV. [/QUOTE]
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Community
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*Pathfinder & Starfinder
If Harm is broken, what's the best house rule for it?
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