Re: Extreme Regeneration and Costs HP
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Re: Extreme Regeneration and Costs HP
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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. |
Re: Extreme Regeneration and Costs HP
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Re: Extreme Regeneration and Costs HP
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Re: Extreme Regeneration and Costs HP
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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. |
Re: Extreme Regeneration and Costs HP
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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. |
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.
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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.
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Re: Extreme Regeneration and Costs HP
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