making healing or regeneration unfixed/variable using dice instead of static amounts
Has there been any approaches to doing this? I think the closest I've seen is that DR were changed to dice in Sorcery: Protection and Warning Spells.
Like for example since 10 damage is 3+7 (dice plus adds) you could change it to 2d+3, so could the highest level of Regeneration be 2d+3 HP per second?
The problem with doing this for the other regeneration rates is they're all "1 per" so you'd either need to make the time it takes to recover 1 HP variable, or else do something strange like "1 is 4-2 so it's equivalent to 1d-3", but that feels like cheating unless if you roll a 1 or 2 you actually suffer damage?
Healing isn't quite so bad since it happens in 2HP increments per FP, so you instead have something like "2 is 4-2 so it's equivalent to 1d-2" meaning damage only happens on rolling a 1.
But should that be damage to the healer or damage to the person you're trying to heal?
But would it actually be a zero-point feature to switch these abilities to dice? Or what sort of enhancement would it be if you could do EITHER as convenient (ie if they only lost 2 HP then obviously a fixed 2 is better than 0 to 5,)
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