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Old 05-21-2010, 11:14 AM   #111
Mailanka
 
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Default Re: Rapid Healing and Regeneration

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Originally Posted by NineDaysDead View Post
Quote:
Under this system Very Rapid healing would convert to Regeneration [6] + Rapid Healing 4 [4] total 10, and Regeneration: Slow would convert to Regeneration [10] + Rapid Healing 5 [5] total 15.
An excellent argument in support of Crackerjakk's proposal of flipping costs.
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Old 05-21-2010, 11:19 AM   #112
Vaevictis Asmadi
 
Join Date: May 2007
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Default Re: Rapid Healing and Regeneration

Ooh, NineDaysDead made a nice re-do of Regeneration that removes the lumpiness, but his version requires rolls for each HP.

I prefer not to change the actual function of Regeneration, so to recover 1 HP automatically, starting with Slow Regeneration at 15 pts, I would do this:


pts_____1 HP automatically recovered per unit time
15______12 Hours (2/Day)
18_______8 Hours (3/Day)
21_______6 Hours (4/Day)
24_______4 Hours (6/Day)
27_______3 Hours (8/Day)
30_______2 Hours (12/Day)
33_______1.5 Hours (16/Day)
36_______1 Hour (24/Day)
42______30 Minutes (2/Hour)
46______20 Minutes (3/Hour)
48______15 Minutes (4/Hour)
50______12 Minutes (5/Hour)
52______10 Minutes (6/Hour)
56_______6 Minutes (10/Hour)
58_______5 Minutes (12/Hour)
62_______3 Minutes (20/Hour)
65_______2 Minutes (30/Hour)
71_______1 Minute (60/Hour)
77______30 Seconds (2/Minute)
81______20 Seconds (3/Minute)
83______15 Seconds (4/Minute)
85______12 Seconds (5/Minute)
87______10 Seconds (6/Minute)
91_______6 Seconds (10/Minute)
93_______5 Seconds (12/Minute)
97_______3 Seconds (20/Minute)
101______2 Seconds (30/Minute)
107______1 Second (60/Minute)
113______2hp per Second (120/Minute)
127______1XHT hp per Second

The main trouble with this is how complicated it is. It would be simpler and cleaner to say that 15 points is equal to Slow Regeneration, and each 6 pt/level after that doubles the frequency of HP recovery. Then 127 pts would be its own separate level. That doesn't nicely produce 1HP/hour and 1HP/min levels, though.
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Last edited by Vaevictis Asmadi; 05-21-2010 at 11:26 AM.
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Old 05-21-2010, 12:08 PM   #113
Johnny Angel
 
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Default Re: Rapid Healing and Regeneration

Interesting table of information.


I think I'm going to stick with what I posted in my previous post as what I use. It's simple, and it seems to have a good progression both from a cost standpoint and a HP gain standpoint. Plenty of people don't want to change the mechanics of Slow Regeneration -which I completely understand, but, for me, it seems less complicated to simply remove one aspect of the advantage and change the cost when compared to other solutions.
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Old 05-21-2010, 12:30 PM   #114
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Default Re: Rapid Healing and Regeneration

Quote:
Originally Posted by Vaevictis Asmadi View Post
Ooh, NineDaysDead made a nice re-do of Regeneration that removes the lumpiness, but his version requires rolls for each HP.
You missed the bit where I said:

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Originally Posted by NineDaysDead View Post
I would treat Rapid Healing as giving +2 to recovery rolls per 1 point, with 5 points mean automatic success, but not modifying crippling rolls (just because you heal fast doesn’t mean you’re less likely to get a broken leg).


Under this system Very Rapid healing would convert to Regeneration [6] + Rapid Healing 4 [4] total 10, and Regeneration: Slow would convert to Regeneration [10] + Rapid Healing 5 [5] total 15.

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Originally Posted by NineDaysDead View Post
I prefer not to change the actual function of Regeneration, so to recover 1 HP automatically, starting with Slow Regeneration at 15 pts, I would do this:
I'm not changing the function of Regeneration, I'm unifying normal healing with Regeneration; If you want to heal without a roll buy 5 levels of Rapid Healing for an automatic success.
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Old 05-21-2010, 02:25 PM   #115
Vaevictis Asmadi
 
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Default Re: Rapid Healing and Regeneration

Actually, I just didn't understand that part. :)


So... minus the crippling issue, the original Regeneration is the entries on your table plus the 5-pt version of your Rapid Healing?

But then you only pay 11 pts for the actual equivalent of Slow Regeneration (1HP/12 hrs). So 4 pts would be the cost of +5 to get over crippling injuries?
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Last edited by Vaevictis Asmadi; 05-21-2010 at 02:32 PM.
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Old 05-21-2010, 02:27 PM   #116
Not another shrubbery
 
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Default Re: Rapid Healing and Regeneration

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Originally Posted by NineDaysDead
Huh, I did not remember that table, but it will help with my own project... Thanks!
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Old 05-21-2010, 02:48 PM   #117
NineDaysDead
 
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Default Re: Rapid Healing and Regeneration

Quote:
Originally Posted by Vaevictis Asmadi View Post
Actually, I just didn't understand that part. :)
Fair enough.


Quote:
Originally Posted by Vaevictis Asmadi View Post
So... minus the crippling issue, the original Regeneration is the entries on your table plus the 5-pt version of your Rapid Healing?
Yes.

Quote:
Originally Posted by Vaevictis Asmadi View Post
But then you only pay 11 pts for the actual equivalent of Slow Regeneration (1HP/12 hrs).
No. Under the present system someone with Slow Regeneration (1HP/12 hrs) heals close to 3 hp per day; 1 automatically every 12 hours + rolling at +5 for 1 at 24 hours.

Under my system you would take

10________8 hours (3/day) [Read 10 days instead of months for crippling time]

For 10 points.

Giving you 3 rolls per day. Then take Rapid Healing +5 meaning you automatically succeed at healing rolls for HPs for 5 points.

Total cost 15 points, and you now heal 3 points per day

Quote:
Originally Posted by Vaevictis Asmadi View Post
So 4 pts would be the cost of +5 to get over crippling injuries?
No, you need to buy up Health to reduce the odds off lasting/permanent crippling.

However, regeneration reduces the time for temporary/lasting crippling injuries;

Normal guy: Lasting crippling injuries = 1d X 30 days

Guy with Regeneration [10]: Lasting crippling injuries = 1d X 10 days


EDIT:
Since this is just normal healing accelerated, burns should still use the same burn rules on Bio-Tech p131. To be immune to these would be a perk (Rules Exemption) [1].

Bio-tech p139 says you get a -3 penalty to healing rolls for not resting. I would drop this, and instead triple healing times if you don't rest. Based on HT 10 heals 108 hp out of 216 rolls, HT 7 heals 35 hp out of 216 rolls, thats close to a third as slow.

That would put healing 1HP per second whilst in combat at 114 points and 10HP per second whilst in combat at 134 points.
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