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Old 10-30-2021, 03:09 PM   #1
lvalero
 
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Default Re: Regeneration + Mitigated-Unhealing based on Number of HP Regenerated?

I would use Healing (or regeneration) + Costs Energy Reserve (not Fatigue). This ER would be the "substance". So, when you run out of ER you can heal no more.
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Old 10-30-2021, 08:56 PM   #2
Tinman
 
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Default Re: Regeneration + Mitigated-Unhealing based on Number of HP Regenerated?

Quote:
Originally Posted by lvalero View Post
I would use Healing (or regeneration) + Costs Energy Reserve (not Fatigue). This ER would be the "substance". So, when you run out of ER you can heal no more.
This sounds right to me.
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Old 10-30-2021, 09:31 PM   #3
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Default Re: Regeneration + Mitigated-Unhealing based on Number of HP Regenerated?

Agree with the above. And then you can cost it based on how easy or difficult it is to replenish the reservoir.
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Old 12-12-2021, 03:29 AM   #4
the_matrix_walker
 
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Default Re: Regeneration + Mitigated-Unhealing based on Number of HP Regenerated?

Quote:
Originally Posted by lvalero View Post
I would use Healing (or regeneration) + Costs Energy Reserve (not Fatigue). This ER would be the "substance". So, when you run out of ER you can heal no more.
This is the way to go, and acquiring a substance to replenish your ER would be a special recharge limitation.
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Old 12-12-2021, 09:33 AM   #5
Plane
 
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Default Re: Regeneration + Mitigated-Unhealing based on Number of HP Regenerated?

another idea might be to take "Aftermath: Unhealing" which is 1/2 the value it'd be as a Temporary Disadvantage, and lasts 10 minutes or however long you had your Regeneration on, whichever is longer

To do this you would need some kind of limitation on how long Regeneration stays on to, like Maximum Duration.
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Old 12-12-2021, 09:36 AM   #6
ericthered
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Default Re: Regeneration + Mitigated-Unhealing based on Number of HP Regenerated?

Could this be a weird vitality reserve? That might be the simplest way to represent it
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