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Still not a fan of harm
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<blockquote data-quote="Trickstergod" data-source="post: 1033363" data-attributes="member: 10825"><p>You seem to be forgetting that all of those spells you compared it to, except Disintegrate, can all affect multiple opponents, and, in the case of Fire Seeds, can be used in a few different ways. As for Disintegrate, you can do it at a distance, instead of getting up-close and personal. A single-target spell should be doing more damage than a multiple-target/area affect spell. </p><p></p><p>Also keep in mind Harm now allows a save. Front-line fighter types all have good Fortitude saves. If a spellcaster is successfully casting Harm on a low-Fortitude save creature, there's something wrong with the victims tactics, for letting the spellcaster get up-close and personal.</p><p></p><p>I don't know how you see it can in anyway be more powerful than the Harm of previous editions, or, at least, should have been left taking all but 1d4 hitpoints and now allowing a save. Harm still can't drop the opponent to less than 1 hitpoint.</p><p></p><p>Is it too powerful still...? Perhaps. But saying it's more powerful than a bunch of area affect spells - which should be doing less damage than Harm - or even spells that can be used at a distance, doesn't make for the best of comparisons.</p></blockquote><p></p>
[QUOTE="Trickstergod, post: 1033363, member: 10825"] You seem to be forgetting that all of those spells you compared it to, except Disintegrate, can all affect multiple opponents, and, in the case of Fire Seeds, can be used in a few different ways. As for Disintegrate, you can do it at a distance, instead of getting up-close and personal. A single-target spell should be doing more damage than a multiple-target/area affect spell. Also keep in mind Harm now allows a save. Front-line fighter types all have good Fortitude saves. If a spellcaster is successfully casting Harm on a low-Fortitude save creature, there's something wrong with the victims tactics, for letting the spellcaster get up-close and personal. I don't know how you see it can in anyway be more powerful than the Harm of previous editions, or, at least, should have been left taking all but 1d4 hitpoints and now allowing a save. Harm still can't drop the opponent to less than 1 hitpoint. Is it too powerful still...? Perhaps. But saying it's more powerful than a bunch of area affect spells - which should be doing less damage than Harm - or even spells that can be used at a distance, doesn't make for the best of comparisons. [/QUOTE]
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