05-20-2010, 05:21 PM | #102 | |
Join Date: Jul 2008
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Re: Rapid Healing and Regeneration
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Did you mean Regeneration does not include Rapid Healing? I don't think that's enough to justify VRH.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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05-20-2010, 05:33 PM | #103 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Rapid Healing and Regeneration
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RH HT+5 to regain 1 HP/day if resting Regen 2HP/day + HT+5 to regain 1 HP/day if resting VRH HT+5 to regain 2 HP/day if resting. With your suggestion, by price: RH HT+5 to regain 1 HP/day if resting Regen 2HP/day + HT to regain 1HP/day if resting VRH HT+5 to regain 2 HP/day if resting. 2 HP/day with no roll is better than 2 HP/day if you're resting AND you make your HT roll, with or without the bonus. |
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05-20-2010, 07:10 PM | #104 | ||
Join Date: Nov 2008
Location: Pennsylvania
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Re: Rapid Healing and Regeneration
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Quote:
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05-20-2010, 08:46 PM | #105 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Rapid Healing and Regeneration
Meh, I think I prefer inverting the prices to messing with the mechanics. As it stands the mechanics are nice and neat. I'd rather just change some point costs as opposed to figuring out what I need to add to VRH or take away from Regen in order to make everything balance. And besides, it makes thematic sense that someone who heals quickly get a bonus to HP recovery checks.
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05-20-2010, 11:32 PM | #106 | |
Join Date: Nov 2008
Location: Pennsylvania
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Re: Rapid Healing and Regeneration
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For me, the easiest solution seems to be this: Rapid Healing, 5 points; still functions as stated (1 HP with roll) Very Rapid Healing, 10 points; still functions as stated (2 HP with roll) Slow Regeneration, 15 Points; no longer is assumed to include Rapid Healing (2 HP without roll; possibly 3 with roll) There's minimal change to the mechanics, and the point cost is slightly changed. It's an easy solution which is easy to explain to a player (especially a new player.) It's also a nice progression of 1 HP, then 2 HP, and then potentially 3 HP which also coincides with the point progression of 5, 10, and 15. |
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05-20-2010, 11:54 PM | #107 |
Join Date: Nov 2009
Location: GMT-5
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Re: Rapid Healing and Regeneration
There's a lot of good ideas on this thread. I'm going to go with splitting the mundane advantages up differently and changing the cost of regen. I'm adding it to my house rules.
New Advantages: Good Healer. You are more likely to recover on any give day of rest. Add a +1 per level to your HT roll to recover lost HP naturally. Cost 1pt/level Rapid Healer. You recover from wounds at twice the normal rate. Double the amount of HP you recover from any natural healing (including healing through regeneration). Cost 10 pts. Regeneration (Slow). You recover 1 HP per 12 hours. No additional benefit. Cost 15 pts. Thanks guys for the inspiration. Ah.. ninjad |
05-21-2010, 03:31 AM | #108 | |
Join Date: Aug 2007
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Re: Rapid Healing and Regeneration
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So why is a modified slow regen that has been made to work exactly the same as VRH something entirely different to VRH? Oh, and please answer the question I've asked. In my last post I made no mention of genre, and this question has no mention of genre. It also has no question of points total. It just asks if two things do the same thing, are they the same thing? |
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05-21-2010, 08:49 AM | #109 | |
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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Re: Rapid Healing and Regeneration
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I also agree about the 5-10-15 pt and 0/1-0/2-2/3 HP progressions.
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I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) |
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05-21-2010, 09:28 AM | #110 |
Banned
Join Date: Aug 2004
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Re: Rapid Healing and Regeneration
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Tags |
house rules, rapid healing, regeneration |
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