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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Heal/Harm revision?
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<blockquote data-quote="Apok" data-source="post: 580244" data-attributes="member: 1969"><p>Well, you also have to take certain things into consideration. First, the suggestions were meant to be used at higher level play where a character's HP's offer more protection from damaging effects. A save or die spell, as we all know, is so much more potent because it bypasses that passive defense mechanic (HP) completely. Also, if you were to incorporate these rules into games lower than 20th level, keep in mind that the tremendous damage these modified spells do on a failed save is still much better than outright death. At least you have a chance to survive if the dice roll badly. Another thing to consider is the fact that all of the save or die spells (except for Circle of Death which has a HD cap as a limiter) only affect one target. So, you are trading moderate damage to many for massive damage to one. Implosion is the only other death spell that can deal with multiple targets, but it has limitations and it's a 9th level spell. </p><p></p><p>It's interesting point to argue, though. Which is better, a 6th level spell that can do 35d6 points of damage to one target on a failed save or a 8th level spell that deals 15d8 points of damage to several targets with a 1/2 save? (I avoided Meteor Swarm as a comparison spell since it has multiple damage patterns, whereas Horrid Wilting is simple). With regards to Chain Lightning, I think the two are still comparable. True, Disintegrate would do way more damage on a failed save, but it only works on one target and if they make the save the damage is almost a non-issue (3d6 +1/caster level). Chain Lightning will give you good damage, failed save or no, and affects multiple targets without being an area-effect spell so you don't need to worry about hitting comrades.</p></blockquote><p></p>
[QUOTE="Apok, post: 580244, member: 1969"] Well, you also have to take certain things into consideration. First, the suggestions were meant to be used at higher level play where a character's HP's offer more protection from damaging effects. A save or die spell, as we all know, is so much more potent because it bypasses that passive defense mechanic (HP) completely. Also, if you were to incorporate these rules into games lower than 20th level, keep in mind that the tremendous damage these modified spells do on a failed save is still much better than outright death. At least you have a chance to survive if the dice roll badly. Another thing to consider is the fact that all of the save or die spells (except for Circle of Death which has a HD cap as a limiter) only affect one target. So, you are trading moderate damage to many for massive damage to one. Implosion is the only other death spell that can deal with multiple targets, but it has limitations and it's a 9th level spell. It's interesting point to argue, though. Which is better, a 6th level spell that can do 35d6 points of damage to one target on a failed save or a 8th level spell that deals 15d8 points of damage to several targets with a 1/2 save? (I avoided Meteor Swarm as a comparison spell since it has multiple damage patterns, whereas Horrid Wilting is simple). With regards to Chain Lightning, I think the two are still comparable. True, Disintegrate would do way more damage on a failed save, but it only works on one target and if they make the save the damage is almost a non-issue (3d6 +1/caster level). Chain Lightning will give you good damage, failed save or no, and affects multiple targets without being an area-effect spell so you don't need to worry about hitting comrades. [/QUOTE]
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The Heal/Harm revision?
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