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12-28-2022, 06:57 AM | #11 | ||
Join Date: Jun 2013
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Re: [Basic] Advantage of the Week: Rapid Healing, Recovery, Regeneration and Regrowth
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*I've long considered a houserule for crippling to be treated more like unconsciousness/death, with mounting penalties as the limb takes more damage, which would make the bonus useful even for characters with high HT; I may make another thread to discuss that, as it would be quite the tangent for this one. (EDIT: and it's up)
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GURPS Overhaul Last edited by Varyon; 12-28-2022 at 09:29 AM. |
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12-28-2022, 09:29 AM | #12 |
Join Date: Mar 2016
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Re: [Basic] Advantage of the Week: Rapid Healing, Recovery, Regeneration and Regrowth
[QUOTE=Varyon;2463889]So, is this something like 2 HP (instead of 1) for bandaging, 1d-1 for Treating Shock (instead of 1d-2), 1d healing potions instead heal for 1d+1, etc?/QUOTE]
No. I couldn't figure out how to phrase it succinctly, but by healing rate, I meant it gets multiplied like with high HP. So x2 at 19 or less HP instead of x1, x3 for 20-29 instead of x2, and so on. |
12-28-2022, 09:40 AM | #13 |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: [Basic] Advantage of the Week: Rapid Healing, Recovery, Regeneration and Regrowth
Rapid Healing shows up very occasionally at my table, but I admit I use it a good bit more often for the aforementioned Tough Guy NPCs.
To the best of my recollection, only one PC has ever taken Regeneration.
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12-28-2022, 09:54 AM | #14 |
Join Date: Jun 2013
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Re: [Basic] Advantage of the Week: Rapid Healing, Recovery, Regeneration and Regrowth
Oh, so it's basically something like HP +10 (Only for determining healing rates)? That implies that Limitation would be worth around -50% (Very Rapid Healing costs [10] more than Rapid Healing, and the only additional effect it has is increasing restoration).
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GURPS Overhaul |
12-28-2022, 10:39 AM | #15 |
Join Date: Apr 2005
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Re: [Basic] Advantage of the Week: Rapid Healing, Recovery, Regeneration and Regrowth
At 5 points, Rapid Healing is a cheap and useful advantage for PCs in a low-tech, no-supernatural healing campaign. It's right up there with other traits like Luck and Resistant (Disease) when it comes to keeping PCs alive. As others have pointed out, it's effectively +5 to recover from Crippling (but not severing) injury.
It becomes less useful if the GM uses the very common house rule of ignoring daily HT rolls to recover HP and allows them to be healed automatically. Regeneration is more of an aliens/supers/boss monster trait. Rather expensive for what you get, but sometimes useful. At high levels, it starts to look "not so good" compared to levels of Unkillable. The point cost for Regrowth is widely considered to be crocked, as others have pointed out. Despite that, it's a standard "hard to kill alien/monster" advantage. With suitable power modifiers, all of these traits can be used to model magic or psionic fast non-combat healing powers. |
12-29-2022, 07:57 AM | #16 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Basic] Advantage of the Week: Rapid Healing, Recovery, Regeneration and Regrowth
I've had a PC stick very rapid healing on a character with regeneration and convince me that RAW was it applied to regeneration. I don't remember the logic, and checking the books it doesn't hold up, but I remember it and don't mind it as a house rule for letting characters buy more granular regneration rates.
I stick regeneration on a lot of foes. I've got a bunch of demons in a game right now that have it, some faster than others. I've stuck it on would-be gods, alien gangsters, DF-style monsters, and I don't remember what-else. Most PC's I've seen with it are lycanthropes in Monster Hunters Games, as monster hunters is my back-up genre. The campaign never got past about 10 posts, but I once built a spellcaster Genie with 150 points in FP regeneration, only to be told that unlike HP, FP did not come back faster as you bought more of it. That was a 1000 point character, and I expect he would have been terrifying: he also had a lot of FP, high IQ, and modular abilities aimed at buying spells.
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12-29-2022, 08:40 AM | #17 | |||
Join Date: Apr 2019
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Re: [Basic] Advantage of the Week: Rapid Healing, Recovery, Regeneration and Regrowth
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12-29-2022, 09:20 AM | #18 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: [Basic] Advantage of the Week: Rapid Healing, Recovery, Regeneration and Regrowth
Regrowth is expensive when creating a new character is free.
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12-29-2022, 12:15 PM | #19 | ||
Join Date: Jun 2013
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Re: [Basic] Advantage of the Week: Rapid Healing, Recovery, Regeneration and Regrowth
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(EDIT: And now that I look at the thread your quotes were from, I see Christopher beat me to the punch in realizing the [+10] for VRH is basically just Limited HP +10 by over 2 years...)
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GURPS Overhaul Last edited by Varyon; 12-29-2022 at 12:27 PM. |
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12-29-2022, 01:07 PM | #20 | |
Join Date: Aug 2007
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Re: [Basic] Advantage of the Week: Rapid Healing, Recovery, Regeneration and Regrowth
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I'm happy enough with VRH being 10 pts for "Roll for natural healing twice per day" and "For _all_ healing multiply by HP/10 (round down)". Smooshing those together is not rules clarification.
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Fred Brackin |
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advantage of the week, rapid healing, recovery, regeneration, regrowth |
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