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nerdvana 04-05-2011 07:33 PM

Different Regeneration Rates
 
Regeneration has pretty static rates (12 hours, 1 hour, 1 minute, 1 second)

What if you wanted different rates... like 4 or 6 hours, 30 minutes or 30 seconds? Would you just use the price for the higher level or would you use some sort of modifier to adjust it?

Maz 04-05-2011 07:39 PM

Re: Different Regeneration Rates
 
I would just use calculated rates.

Don't have the book with me. But if 1/hour is 50 and 1/min is 100, then 1/30min would be 75 pts. And so on.
I've used this method for many other leveled advantages, disadvantages and modifers. I see no reason not to do so.

gjc8 04-05-2011 07:43 PM

Re: Different Regeneration Rates
 
You could probably use a variant of Unreliable, if it doesn't always heal at the normal interval.

So you could put Unreliable (11) on Regular regeneration, and each hour you'd roll to see if the character was healed. Thus, you'd get a character that healed one hit point every two hour, on average, but who could heal in an hour, or could go several hours without healing.

Edit: Oh, did you mean different rates than the listed ones, rather than a rate that isn't constant for the character?
You could interpolate the prices, as Maz says. It's complicated, because the pricing is non-linear, but the idea that if you want twice the rate, you pay half the cost of the next level up, etc, that he proposes is a reasonable, conservative way of pricing it.

Anthony 04-05-2011 07:54 PM

Re: Different Regeneration Rates
 
Quote:

Originally Posted by nerdvana (Post 1151383)
What if you wanted different rates... like 4 or 6 hours, 30 minutes or 30 seconds? Would you just use the price for the higher level or would you use some sort of modifier to adjust it?

I'd probably just use the price for the higher level, since that's simple, but extrapolating off of the curve, it's something like:
  • 10 points: 1/12 hours
  • 15 points: 1/6 hours
  • 20 points: 1/3 hours
  • 25 points: 1/hour
  • 30 points: 1/20 minutes
  • 35 points: 1/8 minutes
  • 40 points: 1/4 minutes
  • 45 points: 1/2 minutes
  • 50 points: 1/minute
  • 60 points: 1/20 seconds
  • 70 points: 1/8 seconds
  • 80 points: 1/4 seconds
  • 90 points: 1/2 seconds
  • 100 points: 1/second
  • 110 points: 2/second
  • 120 points: 3/second
  • 130 points: 5/second
  • 140 points: 7/second
  • 150 points: 10/second

Witchking 04-05-2011 07:57 PM

Re: Different Regeneration Rates
 
Quote:

Originally Posted by Anthony (Post 1151392)
150 points: 10/second

Ok that is just Wrong!!!

I have visions of the T2 in my head now...and I play low entrophy level Sword + Sorcery most days....

*ow*


Wrong!!

Kazander 04-05-2011 08:06 PM

Re: Different Regeneration Rates
 
A reworking of the Regeneration rates was worked out by another forum poster.

You can see it here.

It's similar to Anthony's, but different enough to give you a different idea. They're close enough that either could work. Depends on which you like better.

Witchking, you know that the 10/sec version is known as Extreme Regeneration and is RAW, Basic Set page 80, right?

JCurwen3 04-05-2011 08:44 PM

Re: Different Regeneration Rates
 
Quote:

Originally Posted by nerdvana (Post 1151383)
Regeneration has pretty static rates (12 hours, 1 hour, 1 minute, 1 second)

What if you wanted different rates... like 4 or 6 hours, 30 minutes or 30 seconds? Would you just use the price for the higher level or would you use some sort of modifier to adjust it?

I use the standard Regen rates, and extrapolate the cost for alternative rates based on the costs of the standard rates and the number of "steps" in between.

Between Regular and Fast, I calculate 1 additional HP per hour as being worth 25/59 (~0.42) CP; between Fast and Very Fast, 1 additional HP per minute as being worth 50/59 (~0.85) CP; for regen in excess of Very Fast, 1 additional HP per second as being worth 50/9 (~5.56) CP, with that progression continuing to Extreme and beyond. All rounded up, of course.

So, for example, 5 HP/hour would be 27 CP (25 for Slow 1/hour + 4*(25/59) = 26.69, rounded up to 27). 100 HP/second would be 650 CP (100 for Very Fast 1/second + 99*(50/9) = 650 even).

Is that the right way? IMHO, yes, if we define the "right way" as the most sensible way. Is it RAW? No, only the listed levels are RAW. Also, note that a position advocated by RPK and many others (including myself) has long been that "Very Rapid Healing" doubles your rate of Regeneration (e.g. Very Fast becomes 2/s, Extreme becomes 20/s, etc.). So that's another thing you can do to tweak regen rates that is more or less RAW.

I do a similar thing to allow for more granularity in Injury Tolerance (Damage Reduction) levels (especially as these were expanded greatly in Supers).

sir_pudding 04-05-2011 08:51 PM

Re: Different Regeneration Rates
 
Quote:

Originally Posted by Witchking (Post 1151395)
.and I play low entrophy level Sword + Sorcery most days....

What does the 2nd Law of Thermodynamics have to do with S&S Fantasy (more than it does with everything)?

Anthony 04-05-2011 08:55 PM

Re: Different Regeneration Rates
 
Quote:

Originally Posted by Kazander (Post 1151398)
It's similar to Anthony's, but different enough to give you a different idea.

It's a logarithmic scale in that post. You can't fit the set points of 25 = hourly, 50 = minute, 100 = second on a log scale. I used a geometric scale based on the 5.91 power of points instead, which works over the range 25-150 (150 should be 10.97), though it breaks down below 25 points.

JCurwen3 04-05-2011 09:26 PM

Re: Different Regeneration Rates
 
Quote:

Originally Posted by Anthony (Post 1151416)
It's a logarithmic scale in that post. You can't fit the set points of 25 = hourly, 50 = minute, 100 = second on a log scale. I used a geometric scale based on the 5.91 power of points instead, which works over the range 25-150 (150 should be 10.97), though it breaks down below 25 points.

I think linear makes sense between levels, and especially after the Extreme level. IMO, regeneration rates above Extreme should be very expensive, with no point breaks due to better-than-linear scaling, most especially because Regeneration of HP has a built in scaling based on number of number of HP the character has.


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