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Old 05-17-2010, 03:51 PM   #21
sir_pudding
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Default 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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Old 05-17-2010, 10:54 PM   #22
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Default Re: Rapid Healing and Regeneration

Quote:
Originally Posted by sir_pudding
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?
I have got some thoughts about that that should go into that Regeneration fix... if I ever get around to polishing it. I am thinking to get rid of both versions of Rapid Healing and shoehorning improved healing into Regen. only. Maybe do something similar with Fit (less sure).
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Old 05-18-2010, 02:30 AM   #23
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Default 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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Old 05-18-2010, 03:29 AM   #24
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Default Re: Rapid Healing and Regeneration

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Originally Posted by davidtmoore View Post
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.
If playtesting was really run on the basis of pricing each ability by utility in games where people wanted it, as indicated in this post, it might indeed be the case the Very Rapid Healing is worth more points in the gritty games where it would be at all attractive than Slow Regeneration is in most of the games where it's allowed.
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Old 05-18-2010, 04:06 AM   #25
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Default 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.
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Old 05-18-2010, 04:22 AM   #26
Ragitsu
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Default Re: Rapid Healing and Regeneration

What does the Toughness Advantage do?
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Old 05-18-2010, 04:36 AM   #27
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Default Re: Rapid Healing and Regeneration

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Originally Posted by Ragitsu View Post
What does the Toughness Advantage do?
It was in 3 edition
IIRC, it had 2 level, equivalent to DR 1 and 2, (over)priced at [10] and [25] or something like that.
But available to all.

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Old 05-18-2010, 04:44 AM   #28
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Default 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.
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Old 05-18-2010, 06:50 AM   #29
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Default Re: Rapid Healing and Regeneration

Quote:
Originally Posted by davidtmoore View Post
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.
IIRC, Slow Regeneration didn't exist in 3e. It started at 1/Hour for 25.
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Old 05-18-2010, 06:58 AM   #30
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Default 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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