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-   -   Extreme Regeneration and Costs HP (https://forums.sjgames.com/showthread.php?t=152567)

Kfireblade 11-02-2017 10:33 AM

Re: Extreme Regeneration and Costs HP
 
Quote:

Originally Posted by evileeyore (Post 2132214)
Subjective seconds:


Bolding is mine.

There is a difference between the definitions of subjective and objective.

Yes he perceives himself as living "twice as fast", but that doesn't necessarily mean he is living twice as fast.

Unless that is your ruling, in which case poisons are worse for him, he ages a bit faster, takes environmental damage each turn, etc. If that's what you want, it does balance out just fine.

That's how I have always interpreted ATR, also meaning that at ATR 1 they have to eat 6 times a day and sleep twice. (Or, basically have two 12 hour days in every day)

vicky_molokh 11-02-2017 10:37 AM

Re: Extreme Regeneration and Costs HP
 
Quote:

Originally Posted by Kfireblade (Post 2132613)
Ya, that is true actually. While cost HP is -10% per instead of -5% like FP it dose cause shock and effectively cut down the amount of HP you are regenerating which if you are taking or have taken other damage is a issue.

I must admit I don't remember a ruling one way or another about whether (the Limitation version of) Costs HP causes Shock. I do recall that spending HP on Basic Set Magic has a non-shock but shock-like effect:
Quote:

Originally Posted by B237
You are at -1 on your spell roll per HP
used. This is instead of the usual shock
penalty for injury, and High Pain
Threshold has no effect.

But do note that it's a rule that only applies specifically to spells, and not to other rolls, and isn't shock and doesn't follow any other shock rules.

weby 11-03-2017 08:58 AM

Re: Extreme Regeneration and Costs HP
 
I have a ruling that HP lost to "cost HP" cannot be recovered by heal/healing spells/regeneration.

But the HP lost to using too many FP can be recovered normally.

The combination seems to work well enough.

Kfireblade 11-03-2017 12:32 PM

Re: Extreme Regeneration and Costs HP
 
Quote:

Originally Posted by weby (Post 2132823)
I have a ruling that HP lost to "cost HP" cannot be recovered by heal/healing spells/regeneration.

But the HP lost to using too many FP can be recovered normally.

The combination seems to work well enough.

Really? Seems like if they where to get healed by someone else it would be fair enough. I mean, if you burn FP you can have it recovered by a mage with lend energy.

vicky_molokh 11-03-2017 12:43 PM

Re: Extreme Regeneration and Costs HP
 
Quote:

Originally Posted by weby (Post 2132823)
I have a ruling that HP lost to "cost HP" cannot be recovered by heal/healing spells/regeneration.

But the HP lost to using too many FP can be recovered normally.

The combination seems to work well enough.

Do you apply a similar ruling to Regeneration (-0% ER Only)? If yes, why, if no, why?

weby 11-05-2017 05:57 PM

Re: Extreme Regeneration and Costs HP
 
Quote:

Originally Posted by Kfireblade (Post 2132863)
Really? Seems like if they where to get healed by someone else it would be fair enough. I mean, if you burn FP you can have it recovered by a mage with lend energy.

Being able to be healed by others can cause feedback loops. So a blanket no just makes things clearer.

The basic idea is that cost HP is a serious limitation. I make it clear for players who want to take cost HP as a modifier.

weby 11-05-2017 06:05 PM

Re: Extreme Regeneration and Costs HP
 
Quote:

Originally Posted by vicky_molokh (Post 2132865)
Do you apply a similar ruling to Regeneration (-0% ER Only)? If yes, why, if no, why?

In my current campaign FP is the limiting resource usually, hiit points are often a problem temporarily, but given the fairly easy access to healing, regeneration and healing elixirs, they are easy to recover.

Thus to keep the limiting, I do not allow Regeneration of ER/FP and things like breath control are heavily nerfed and there is no recover energy spell and so on..

So the actual need for such rule is not needed, as the limit is enforced in other ways.

Anthony 11-05-2017 06:52 PM

Re: Extreme Regeneration and Costs HP
 
Temporary Disadvantage (-X HP) would be -2% per level. The extra value is presumably because it costs you that every minute and you only get it back daily, so faster healing should be lower disad.

AlexanderHowl 11-05-2017 08:09 PM

Re: Extreme Regeneration and Costs HP
 
Mana-based magic does change the dynamics between FP and HP (as does the Healing power to a certain degree, which is why I tend to limit the Healing power to Empathic Healing only). When you have only the Path of Healing from Path/Book Ritual Magic and Empathic Healing as a power, PCs tend to be a little more careful about their HP (even with magic and/or powers) and worry less about their FP.

vicky_molokh 11-06-2017 02:41 AM

Re: Extreme Regeneration and Costs HP
 
Quote:

Originally Posted by weby (Post 2133364)
In my current campaign FP is the limiting resource usually, hiit points are often a problem temporarily, but given the fairly easy access to healing, regeneration and healing elixirs, they are easy to recover.

Thus to keep the limiting, I do not allow Regeneration of ER/FP and things like breath control are heavily nerfed and there is no recover energy spell and so on..

So the actual need for such rule is not needed, as the limit is enforced in other ways.

Ah, so you're talking in the context of a campaign setup which significantly differs from the default assumptions about the availability of speeding up resource recovery.


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