05-17-2010, 03:51 PM | #21 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Rapid Healing and Regeneration
AFAICT, Very Rapid Healing might as well just not exist, I don't think I've ever seen it in play in either 3e or 4e. Perhaps it really just be a few perks that require rapid healing as a prerequisite?
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05-17-2010, 10:54 PM | #22 | |
Join Date: Aug 2004
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Re: Rapid Healing and Regeneration
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05-18-2010, 02:30 AM | #23 |
Join Date: Dec 2009
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Re: Rapid Healing and Regeneration
The main thing for me is that VRH isn't exotic, while Regeneration is. In a realistic game, it might be worth the 15 points.
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05-18-2010, 03:29 AM | #24 | |
Join Date: Jul 2008
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Re: Rapid Healing and Regeneration
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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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05-18-2010, 04:06 AM | #25 |
Join Date: Dec 2009
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Re: Rapid Healing and Regeneration
Granted. It would probably be the only occasion where a mundane, weaker advantage cost more then an exotic, stronger advantage since they dropped the old "Toughness" advantage from 3e.
Mostly I see one advantage being derived by scaling down Regeneration and another being derived by scaling up Rapid Healing, and crossing at an unexpected point. |
05-18-2010, 04:22 AM | #26 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Rapid Healing and Regeneration
What does the Toughness Advantage do?
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05-18-2010, 04:36 AM | #27 |
Join Date: Sep 2006
Location: Luxembourg
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Re: Rapid Healing and Regeneration
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05-18-2010, 04:44 AM | #28 |
Join Date: Dec 2009
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Re: Rapid Healing and Regeneration
Yep.
DR was [3/level] (Exotic), while DR (Tough Skin) was [10/25] (Mundane). My guess is the same logic motivated Slow Regeneration [10] (Exotic) vs. Very Rapid Healing [15] (Mundane). The former was captured and fixed in 4e to the new logic that advantages should always be priced on a scale, and access to the advantages is up to the GM, but the latter was either overlooked or not considered a problem. |
05-18-2010, 06:50 AM | #29 | |
Join Date: Oct 2007
Location: Vermont
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Re: Rapid Healing and Regeneration
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My ongoing thread of GURPS versions of DC Comics characters. |
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05-18-2010, 06:58 AM | #30 |
Join Date: Oct 2007
Location: Vermont
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Re: Rapid Healing and Regeneration
If you eliminate Very Rapid Healing, than I think you need to include something like Extra Hit Points +10 (Only for determining healing rates -n%) to fill the niche of doubling all healing rates (or in this case, increasing them by 1).
I think -50% to -60% would probably be a good starting point. Ever since I read RPK's post about using VRH to double regeneration rates I've used it often with great success. But I agree, there are still some weird results (like VRH + Slow Regeneration having the same cost as Regular Regeneration).
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My ongoing thread of GURPS versions of DC Comics characters. |
Tags |
house rules, rapid healing, regeneration |
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