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Old 08-07-2021, 06:05 PM   #1
Rupert
 
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Join Date: Aug 2004
Location: Wellington, NZ
Default Re: making healing or regeneration unfixed/variable using dice instead of static amou

You don't need to have damage being taken to use dice for low rates of healing like 1FP/unit time.

For example 1d-3 actually averages one point: 0+0+0+1+2+3 / 6 = 6 /6 = 1

1d-5 = 1/6
1d-4 = 1/2
1d-3 = 1
1d-2 = 1 2/3
1d-1 = 2 2/3

If you declare that the minimum result is 'one' (as the game does for non-crushing damage you get:

1d-6 = 1
1d-5 = 1
1d-4 = 1 1/6
1d-3 = 1 1/2
1d-2 = 2
1d-1 = 2 5/6
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Old 08-07-2021, 06:53 PM   #2
Plane
 
Join Date: Aug 2018
Default Re: making healing or regeneration unfixed/variable using dice instead of static amou

Quote:
Originally Posted by Rupert View Post
1d-3 actually averages one point
0+0+0+1+2+3 / 6 = 6 /6 = 1
I guess that works if this is the only swap done...

Which I guess means that Healing should recover 2d-6 (0-6 instead of 3) per FP ?

Though I could also allowing a middle ground like doing (1d-3+1) "1d-2" (0-4) instead.

The average of 2d being 7 makes me think the average of that is 6, but as you point out there's no negative outcomes possible it does actually make the average 2...

Still if you wanted someone to be able to fiddle around and swap 1 for 1d-3 as needed for a circumstance (decide how much they want to gamble, whether with healing, with DR or with damage) I guess you could do that via Alternative Abilities but I was wondering if it could be an enhancement too.

Maybe the Variable enhancement should allow it?
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dice + adds, fixed, healing, regeneration, unfixed

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