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Old 12-30-2008, 05:23 PM   #11
KlausPrinceOfTheUndeads
 
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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.
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Old 12-31-2008, 02:42 AM   #12
joelbf
 
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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
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Old 05-17-2010, 01:04 PM   #13
Vaevictis Asmadi
 
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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.

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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.
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Old 05-17-2010, 01:42 PM   #14
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Default Re: Rapid Healing and Regeneration

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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.
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Old 05-17-2010, 02:02 PM   #15
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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.
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Old 05-17-2010, 02:25 PM   #16
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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.
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Old 05-17-2010, 02:26 PM   #17
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Default Re: Rapid Healing and Regeneration

What is Shell Tech?
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Old 05-17-2010, 02:29 PM   #18
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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
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Old 05-17-2010, 02:30 PM   #19
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Default Re: Rapid Healing and Regeneration

Quote:
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What is Shell Tech?
Transhuman Space: Shell Tech
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Old 05-17-2010, 02:31 PM   #20
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Default Re: Rapid Healing and Regeneration

Ah. So, it's not a The Little Mermaid supplement.
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