12-30-2008, 05:23 PM | #11 | |
Join Date: Feb 2005
Location: Brescia, Italy
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Re: Rapid Healing and Regeneration
My solution is just to switch prices: VRH is worth [10] while Regen (Slow) is worth [15]. It worked pretty well so far.
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12-31-2008, 02:42 AM | #12 |
Join Date: Mar 2005
Location: Stockholm, Sweden
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Re: Rapid Healing and Regeneration
Or see this thread: http://forums.sjgames.com/showthread.php?t=11088
or this tread: http://forums.sjgames.com/showthread.php?t=4569 |
05-17-2010, 01:04 PM | #13 | |
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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Re: Rapid Healing and Regeneration
Sorry for returning to an old conversation, but I was rereading this thread and the other thread where RPK proposed his solution, and I don't follow.
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By itself, Very Rapid Healing (by any interpretation) gives you a chance of regaining 2 HP every 24 hrs if you roll well. By itself Regeneration (Slow) guarantees 2 HP per 24 hrs, with a chance of regaining a 3rd HP if you roll well. RPK's interpretation makes VRH a bigger improvement for somebody who already has Regeneration (Slow), but doesn't make it better by itself. The reason I don't want to eliminate VRH is because (when combined with Regeneration (Slow)) it is a useful intermediate level of healing between Regeneration (Slow) and Regeration (Regular), regardless of whose interpretation one follows.
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I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) |
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05-17-2010, 01:42 PM | #14 | |
Join Date: Jul 2008
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Re: Rapid Healing and Regeneration
Quote:
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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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05-17-2010, 02:02 PM | #15 |
Join Date: Sep 2004
Location: Canada
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Re: Rapid Healing and Regeneration
See also this paleothread, where the subject was discussed to death:
http://forums.sjgames.com/showthread.php?t=4569 EDIT: FWIW, I come out on the side of adding +5 to checks to stop bleeding to VRH, especially with the additional bleeding rules from Martial Arts, but I also agree that +10 to recover from crippling is a bit excessive, and that we need more for that 5 points in games without bleeding. +1 or +2 to recover from infection in wounds is an idea, but might be straying a little from the concept.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 05-17-2010 at 02:12 PM. |
05-17-2010, 02:25 PM | #16 | |
Banned
Join Date: Aug 2004
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Re: Rapid Healing and Regeneration
Quote:
Since VRH requires HT 12: HT 12, VRH (+10 to resist crippling) 3-16 Success 17-18 Failure HT 12, Regeneration: Slow (+5 to resist crippling) 3-16 Success 17-18 Failure So +10 to resist crippling isn't really that useful. |
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05-17-2010, 02:26 PM | #17 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Rapid Healing and Regeneration
What is Shell Tech?
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05-17-2010, 02:29 PM | #18 | |
Join Date: Sep 2004
Location: Canada
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Re: Rapid Healing and Regeneration
I think that's what I said. That's what I meant anyways.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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05-17-2010, 02:30 PM | #19 |
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. |
05-17-2010, 02:31 PM | #20 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Rapid Healing and Regeneration
Ah. So, it's not a The Little Mermaid supplement.
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house rules, rapid healing, regeneration |
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