07-26-2019, 05:43 PM | #11 |
Join Date: Jun 2013
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Re: Faster Natural Recovery and Healing Rules: are there any?
I've always assumed Regeneration augments natural healing rather than replacing it, so it would still be worth something - a normal character regenerates 1 HP per hour provided he makes his healing check (a 50% chance for an average person), while one with Regeneration regenerates 1 HP per hour if he fails his healing check, or 2 HP per hour if he succeeds at it. At least in 4e, I don't know how natural healing worked back in 3e (although I can't imagine it was too terribly different).
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GURPS Overhaul |
07-27-2019, 02:38 PM | #12 |
Join Date: Aug 2018
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Re: Faster Natural Recovery and Healing Rules: are there any?
Consider that everyone has the "free" inverse advantage of "Not Unhealing" to use as a base value.
If you treat that as a 'power' then maybe let someone roll for 'Using Abilities at Default' to possibly heal at accelerated rates if you have FP to spare, usable only if FP is at max. |
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