07-26-2019, 03:40 AM | #1 |
Join Date: Jul 2019
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Faster Natural Recovery and Healing Rules: are there any?
Hi everybody,
pretty much what the title say: are there any official or homebrew rule for a faster natural healing and recovery of fatigue points and hit points, for Gurps 3rd (no, I'm not thinking of an Advantage or something similar, I'm thinking more of a general rule) Many thanks! V. |
07-26-2019, 03:44 AM | #2 |
Join Date: Jun 2017
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Re: Faster Natural Recovery and Healing Rules: are there any?
When running a Supers game, I would just give everyone Slow regeneration for free. A GM you can set the rate of natural healing to whatever you want. If you feel for the game tone you want everyone heals fully after 8 hours of rest, just say so.
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07-26-2019, 03:53 AM | #3 | |
Join Date: Jul 2019
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Re: Faster Natural Recovery and Healing Rules: are there any?
Quote:
V. |
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07-26-2019, 05:31 AM | #4 |
Join Date: Mar 2006
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Re: Faster Natural Recovery and Healing Rules: are there any?
Official rules in the Compendium II:
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07-26-2019, 09:40 AM | #5 |
☣
Join Date: Sep 2004
Location: Southeast NC
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Re: Faster Natural Recovery and Healing Rules: are there any?
I would just give an extra healing roll a day, or several.
If you want to emphasize the cinematic "bounce back" after a fight, you could instead say half of all damage is short term system shock, and goes away when you catch your breath after the action.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
07-26-2019, 09:56 AM | #6 |
Join Date: Sep 2018
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Re: Faster Natural Recovery and Healing Rules: are there any?
A more faithful solution might be to give the players access to a medicine or technology that accelerates healing dramatically. It can create a loyalty to an organization that provides the healing or might motivate caution with a limited supply of fast healing.
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07-26-2019, 02:09 PM | #8 |
Join Date: Jul 2015
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Re: Faster Natural Recovery and Healing Rules: are there any?
One thing you can do is heal 1 per wound, not just 1 in total. That's what my group does.
However, our sessions have become 1 session is 1 day in game time. So it's super super slow. I may have to suggest 1 per wound per session, maybe even more. There will be things about Gurps where if you play it realistically, it won't be fun. You have to remember that it is just a game and if you have to sacrifice realism for entertainment, do it and don't feel guilty about it. If it means your characters are becoming super-skilled overnight, so be it. Healing in a day? Fine. If everyone is happy, do it and try not to obsess over the details so much. |
07-26-2019, 02:14 PM | #9 |
Join Date: Jun 2013
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Re: Faster Natural Recovery and Healing Rules: are there any?
At least in 4e, tracking wounds separately and having them all heal concurrently can greatly speed up healing, at least if you're healing from several moderate wounds instead of just one big one. Healing HP equal to Margin of Success (minimum 1 HP) on the recovery roll would also greatly speed up healing. As already noted, increasing the number of recovery rolls per day and/or giving everyone some sort of Regeneration for free also boosts it. I assume most of the alternate options that would work in 4e would be backward-compatible with 3e, at least to some extent.
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GURPS Overhaul |
07-26-2019, 02:18 PM | #10 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Faster Natural Recovery and Healing Rules: are there any?
The simple solution is to just house rule healing, though. It's not like ruling everyone recovers hourly instead of daily will break anything other than making basic regeneration not worth anything.
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