Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 12-30-2008, 05:23 PM   #11
KlausPrinceOfTheUndeads
 
Join Date: Feb 2005
Location: Brescia, Italy
Default 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.
__________________
Quote:
Originally Posted by Mailanka
Want to explore the inherent angst and rage of a werewolf? Get the white-wolf book. Want a combat system that works? Get GURPS.
KlausPrinceOfTheUndeads is offline   Reply With Quote
Old 12-31-2008, 02:42 AM   #12
joelbf
 
Join Date: Mar 2005
Location: Stockholm, Sweden
Default 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
joelbf is offline   Reply With Quote
Old 05-17-2010, 01:04 PM   #13
Vaevictis Asmadi
 
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
Default 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.

Quote:
Originally Posted by Rev. Pee Kitty View Post
Anyway, VRH is a "level up" for anyone, including chars with Regeneration, because it lets you heal 2 HP whenever you'd naturally heal 1. So if you have VRH and Instant Regen, you heal 2 HP per second, which is quite useful.
RPK's interpretation is reasonable but on a closer look, I don't understand how it fixes the underlying cost problem. He's right that according to his interpretation, VRH is a significant improvement even for characters who already have Regeneration, but when I compare a 12 HT character with only Regeneration (Slow) to a 12 HT character with only Very Rapid Healing, the Regeneration is still better:

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.
__________________
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...)
Vaevictis Asmadi is offline   Reply With Quote
Old 05-17-2010, 01:42 PM   #14
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Rapid Healing and Regeneration

Quote:
Originally Posted by Vaevictis Asmadi View Post
RPK's interpretation is reasonable but on a closer look, I don't understand how it fixes the underlying cost problem. He's right that according to his interpretation, VRH is a significant improvement even for characters who already have Regeneration, but when I compare a 12 HT character with only Regeneration (Slow) to a 12 HT character with only Very Rapid Healing, the Regeneration is still better:

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.
Which means that you shouldn't buy RPK!VRH if you don't have regeneration, not that RPK!VRH is mis-priced.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 05-17-2010, 02:02 PM   #15
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default 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.
__________________
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.
Bruno is offline   Reply With Quote
Old 05-17-2010, 02:25 PM   #16
NineDaysDead
Banned
 
NineDaysDead's Avatar
 
Join Date: Aug 2004
Default Re: Rapid Healing and Regeneration

Quote:
Originally Posted by Bruno View Post
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.
Since immunity to Bleeding is [3] (see Shell Tech) and +8 to Resist Bleeding should probably work out at [1], +5 to Resist Bleeding isn't going to make 5 points worth of difference.

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.
NineDaysDead is offline   Reply With Quote
Old 05-17-2010, 02:26 PM   #17
Ragitsu
Banned
 
Ragitsu's Avatar
 
Join Date: Dec 2007
Location: Portland, Oregon
Default Re: Rapid Healing and Regeneration

What is Shell Tech?
Ragitsu is offline   Reply With Quote
Old 05-17-2010, 02:29 PM   #18
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: Rapid Healing and Regeneration

Quote:
Originally Posted by NineDaysDead View Post
So +10 to resist crippling isn't really that useful.
I think that's what I said. That's what I meant anyways.

Quote:
Originally Posted by Ragitsu
What is Shell Tech?
http://e23.sjgames.com/item.html?id=SJG37-6702
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog
Bruno is offline   Reply With Quote
Old 05-17-2010, 02:30 PM   #19
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Rapid Healing and Regeneration

Quote:
Originally Posted by Ragitsu View Post
What is Shell Tech?
Transhuman Space: Shell Tech
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 05-17-2010, 02:31 PM   #20
Ragitsu
Banned
 
Ragitsu's Avatar
 
Join Date: Dec 2007
Location: Portland, Oregon
Default Re: Rapid Healing and Regeneration

Ah. So, it's not a The Little Mermaid supplement.
Ragitsu is offline   Reply With Quote
Reply

Tags
house rules, rapid healing, regeneration

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:47 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.