Re: Extreme Regeneration and Costs HP
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The classical ER 20-100, extreme regeneration ER(150) and then buying all powers at high cost FP (10-20 depending on how often you want to use them) and you save a lot of points at high end games. The same works even better with cost HP if you have high HP as cost HP is not multiplied by your HP/10 but the healing from regeneration is. In the low end games the issues come up less, but the OP asked about extreme regeneration and in that case there should be an actual disadvantage to a limitation. |
Re: Extreme Regeneration and Costs HP
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My point is that your concerns look at a grander issue that the specific of Extreme Regeneration. They're about the fairness of pool regeneration in the broader sense. |
Re: Extreme Regeneration and Costs HP
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Re: Extreme Regeneration and Costs HP
Fatigue recovery is fairly easy anyway. A character with Breath Control can recovery 1 FP every two minutes of rest (with Fit or Very Fit, 1 FP per minute of rest from FP not spent on magic or powers). A character with HT 16, Fit, and Breath Control-16 just needs 32 minutes to recharge their batteries (16 minutes if recharging FP not spent on magic or powers). The same character requires one day to heal one point of HP, meaning that the difference of recovery is a factor of 1:7,200 (or 1:14,000). And FP regeneration already starts at 1 FP/minute for 50 points because you avoid having to spend time resting.
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Re: Extreme Regeneration and Costs HP
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Some other have proposed either disallowing it totally or reducing it a lot, my solution is to allow it if the player wants it and they get the full benefit but at a cost of having it limit them. Which of the solutions to pick is up to the GM. |
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