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Old 01-27-2015, 09:40 PM   #11
Peter Knutsen
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Default Re: Regeneration and Very Fit?

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Originally Posted by vicky_molokh View Post
Seems like a candidate for Alternative Abilities, BTW.
If one of the benefits of Very Fit is negated by FP Regeneration, then Very Fit needs to be discounted. AA is one way to discount it, although I think a too drastic way. It really just should be Very Fit (-xx? Does Not Affect FP regain) with xx being rather less than 80%.
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Old 01-27-2015, 10:56 PM   #12
Xplo
 
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Default Re: Regeneration and Very Fit?

I really can't see any reason why Very Fit and Regeneration (FP) wouldn't stack. Their effects are entirely compatible.

Indeed, as Peter points out, if one of Very Fit's three effects magically stops working, then the advantage ought to be discounted. In this case, Gimped By GM seems to be worth -33% or so (maybe round down to 30).
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Old 01-28-2015, 12:23 AM   #13
Peter Knutsen
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Default Re: Regeneration and Very Fit?

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Originally Posted by Xplo View Post
Indeed, as Peter points out, if one of Very Fit's three effects magically stops working, then the advantage ought to be discounted. In this case, Gimped By GM seems to be worth -33% or so (maybe round down to 30).
I'm not sure the three effects of Very Fit are all equal. As a player I'd probably accept -20%. Or -40%. The main part is that I get some discount, and that it reflects someone's well-considered evaluation of the approproate amount of compensation.
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Old 01-28-2015, 08:03 AM   #14
Fred Brackin
 
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Default Re: Regeneration and Very Fit?

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Originally Posted by Xplo View Post
I really can't see any reason why Very Fit and Regeneration (FP) wouldn't stack. Their effects are entirely compatible.

.
Nope, their effects are notably different. Very Fit only affects FP recovery while you rest. FP Regeneration isn't conditional (unless of course you Limit it some way).

So if you spend 12 hours trudging through the Great Dismal Swamp without resting you still get your FP Regeneration but no FP back from the usual sources.

FP Regen would be quite an odd power to have a Biological source but good for Magical types who are corporeal but able to shrug off the needs of "human"flesh.
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Old 01-28-2015, 08:32 AM   #15
NineDaysDead
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Default Re: Regeneration and Very Fit?

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Originally Posted by Fred Brackin View Post
Nope, their effects are notably different. Very Fit only affects FP recovery while you rest. FP Regeneration isn't conditional (unless of course you Limit it some way).

So if you spend 12 hours trudging through the Great Dismal Swamp without resting you still get your FP Regeneration but no FP back from the usual sources.

FP Regen would be quite an odd power to have a Biological source but good for Magical types who are corporeal but able to shrug off the needs of "human"flesh.
This argument suggests that Very Fit should double FP Regeneration when you rest.
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Old 01-28-2015, 08:56 AM   #16
Fred Brackin
 
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Default Re: Regeneration and Very Fit?

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Originally Posted by NineDaysDead View Post
This argument suggests that Very Fit should double FP Regeneration when you rest.
My argument suggests that normal FP recovery (even when boosted by VF) and FP Regeneration are separate and unrelated processes. Especially since FP Regeneration needs a Power Mod and VF doesn't.
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Old 01-28-2015, 09:00 AM   #17
NineDaysDead
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Default Re: Regeneration and Very Fit?

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Originally Posted by Fred Brackin View Post
Especially since FP Regeneration needs a Power Mod and VF doesn't.
Source please?
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Old 01-28-2015, 09:27 AM   #18
WingedKagouti
 
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Default Re: Regeneration and Very Fit?

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Originally Posted by Fred Brackin View Post
Especially since FP Regeneration needs a Power Mod and VF doesn't.
That's only if the setting/campaign creator decides that to be the case.

Even Powers (where FP Recovery premiered) is fairly explicit of Wild Powers being RAW legal, with setting/GM decree being the main limiting factor. Requiring a Power Modifier may be a fairly common setting/GM practice, but it's not an actual rules requirement.
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Old 01-28-2015, 11:25 AM   #19
Fred Brackin
 
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Default Re: Regeneration and Very Fit?

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Originally Posted by WingedKagouti View Post
That's only if the setting/campaign creator decides that to be the case.

Even Powers (where FP Recovery premiered) is fairly explicit of Wild Powers being RAW legal, with setting/GM decree being the main limiting factor. Requiring a Power Modifier may be a fairly common setting/GM practice, but it's not an actual rules requirement.
Nothing is absolute. GM's have the authority to change everything. However, Regeneration has an "Exotic" icon and Fit doesn't. Power Mods for Exotic Abilities is normal practice.

Also in normal use overlapping Gurps Traits add rather than multiply. See many threads about Extra Attack and AOA:Double, Dual Weapon Attack and Rapid Strike for an example of the principle. None of those multiply with each other or Extra Attack.

<shrug> Individual GMs can do as they like at their tables but that's their House Rules.
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Old 01-28-2015, 01:47 PM   #20
WingedKagouti
 
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Default Re: Regeneration and Very Fit?

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Originally Posted by Fred Brackin View Post
Nothing is absolute. GM's have the authority to change everything. However, Regeneration has an "Exotic" icon and Fit doesn't. Power Mods for Exotic Abilities is normal practice.
The only limitation on Exotic Advantages is that they're inapropriate for ordinary non-modified humans. They may very well fit a non-human species without applying any kind of Power Modifier, though they will almost always be part of the racial template.

Putting a Power Modifier on an Exotic Advantage (or really any advantage) is apropriate if it is taken as part of a Power. You're well within your right to deny your players access to Wild Powers (and in many genres/settings that is the apropriate choice), but that doesn't mean that Power Modifiers are the default.
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