Extreme Regeneration and Costs HP
Would you guys allow a character who has extreme regeneration to take costs HP as modifiers on advantages? Got a player who wants to but I'm not to sure I'm ok with that. I mean, Its a high point value game so they should be very powerful but this seems like a broken combination to me, especially when he also has ATR. take an advantage for -80% because each use cost 8 hp, use it your first turn, then heal all the damage up your second turn....
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Re: Extreme Regeneration and Costs HP
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Re: Extreme Regeneration and Costs HP
I tend to follow PK's (that is, the assistant Line Editor, Jason Levine) house rules on this topic - basic Costs Fatigue/Costs HP are more expensive, on traits that don't normally cost FP/HP, but you divide the cost of the Costs Fatigue/HP limitations by 5 if you can recover the resource you're spending by 1/second or more.
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If he wants to regenerate slower, pick a cheaper version of Regenerate. Or just take a less silly modifier. EDIT Oops, sorry. I see the modifier is to ATR, not Regen. Yeah I would allow it but with Kelly's limitation. |
Re: Extreme Regeneration and Costs HP
I mean, his argument is its slowing down his regen if he is taking or taken damage but....I mean, when you factor the ATR in to that argument is nullified to me. It would take a whole lot of incoming damage for that to matter.
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Also, note that if Altered Time Rate is speeding up metabolic functions like healing, it should be speeding up all metabolic functions. Make sure the player realizes that they will be suffering from poison twice as quickly, spending twice as much FP when sprinting, counting as two people when calculating how fast the air in an enclosed space runs out, and so on. |
Re: Extreme Regeneration and Costs HP
I generally rule that HP regeneration halts for a minute after using any power with costs HP (same thing for FP regeneration after using any power with costs FP). It serves to keep the munchkins in check and prevents too much abuse. I do allow people to have regeneration with Emergencies Only though, which is much less abusive that spending 1 HP per minute to regenerate 10 HP per second.
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Re: Extreme Regeneration and Costs HP
ATR does not increase the amount of HP you regenerate.
Extreme Regen gives you 10/HP a second. Not a turn, not a maneuver, a second. Which means if he has 10HP, ATR 2, and a power that cost 8HP to use, he can use that power on his first maneuver, dropping to 2HP, and his next maneuver he will still be at 2HP, a second has not passed. In other words make sure they understand that they Regen every second and not every maneuver. I would allow this because of that fact. If you can't kill him in less than a second then he heals, and it won't take much to do it too. To clarify more. A second passes once everyone takes a turn. A turn passes once that person takes all allowed maneuvers. A maneuver is the action they are taking on that turn, see turn. |
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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. |
Re: Extreme Regeneration and Costs HP
ATR is difficult to justify under the majority of circumstances. Extra Attack is usually a lot cheaper for the effects that the majority of players are going to use it for (like combat). Of course, ATR (Costs HP, 8 HP, -80%) would only cost 20 points per level, so you could potentially have ATR 10 for only 200 points. Of course, you would spend 8 HP to activate that power and then 4 HP per minute to maintain the power, but you would experience 660 subjective turns during the time that you spent 8 HP.
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You can also use variable cost HP for variable levels of ATR. ATR 10 (cost HP variable, 10, -50%; PM, -10%) [400] It cost 1 HP to use 1 level of ATR, 2 for ATR 2 etc. |
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Re: Extreme Regeneration and Costs HP
I think that Costs FP would be a much better limitation for Extreme Regeneration (as long as it does not have FP regeneration capabilities). It would be fine to spend 8 FP to regenerate 10 HP in a second, and it would only cost 30 points. You could have it as an alternate ability for a Healing power, which would mean that it would only cost 6 points.
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Re: Extreme Regeneration and Costs HP
I'd allow it for togglable abilities, with the caveat that the HP spent on that ability does not regenerate until the ability is turned off. As for HP spent on instant effects like Innate Attack, that HP doesn't recover until the start of your next turn. In other words, you're still making yourself slightly easier to bring down to 0 HP and being forced into a consciousness check.
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Re: Extreme Regeneration and Costs HP
I think that before making conclusions about HP regeneration and its 'repurposing' to regenerating HP Cost-related loss of HP, one needs to address the elephant in the room.
Specifically, the Extreme Regeneration with either Fatigue Recovery +100% or Fatigue Recovery Only -0%, which grants 10 FP per second. Why am I bringing this up? Because unlike in the case with HP regeneration, there can be absolutely no doubt that the trait is intended to recover the FP that has been spent on powering abilities: there's absolutely no way to lose FP to mundane exertion at a rate that makes Extreme Regeneration worthwhile. Furthermore, according to Powers 119, Quote:
And costing HP is more disadvantageous than costing FP in that it adds a bigger risk of being taken or outright killed due to spending them (as compared to spending FP). ---- So what the question really boils down to is whether one considers the Costs {Some_Pool} Points is a fair limitation in general (and thus whether it requires a houseruled change like RPK's or some other), and whether Regeneration levels are fairly balanced in general. |
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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. |
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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. |
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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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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. |
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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. |
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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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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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