Prince of Dorkness |
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I know I am bumping my own post, sorry for that, but I really expected that one of the previous posters would comment on what I posted yesterday.
Does anyone want to review my reasoning or pass on a rules update I have missed?
Wow...When I replied the other day I was just validating Lich-Loved's interpretation of the rules, which it seemed he wanted some input on. I didn't know I was going to resurrect...
THE HARM WAR !!!!!!!
In my belief, regardless of vague english, errata, or the 'spirit of the rules', it really doesn't matter which way you judge the spell. At one HP, unless you have some good tactics, you're pretty much toast in the next round (or in the current round!).
To begin with, I was in the 'can't drop you lower than one HP under any circumstances' camp. But after I read Lich-Loved interpretation, I changed my mind. I 'switched sides' :P at first by the verbatim description of the spell. Then I researched comparable Wiz/Sor spells and found Disintegrate.
Both Harm and Disintegrate are 6th level and allow spell resistance & saves. Disintegrate even surpasses Harm with a ranged attack, 40d6 damage cap, 5d6 on a failed save, and death/disintegration at 0 hp versus -10. So in my game and interpretation of the rules, I'm going to throw my cleric a bone and let him kick a little butt with a devastating Harm spell once in a while. Clerics can't be all 'buff this' and 'cure that' all the time :)
I find it interesting how just one missed, misunderstood, or improperly worded word or phrase can totally change the interpretation of the rules. When I first read the phrase '...undead cower in fear..' in the Turn Undead section of the PH I thought it was just descriptive fluff text. Only later did I discover that cowered was an actual game condition.