10-31-2017, 09:22 PM | #11 |
Join Date: Feb 2016
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Re: Extreme Regeneration and Costs HP
ATR is difficult to justify under the majority of circumstances. Extra Attack is usually a lot cheaper for the effects that the majority of players are going to use it for (like combat). Of course, ATR (Costs HP, 8 HP, -80%) would only cost 20 points per level, so you could potentially have ATR 10 for only 200 points. Of course, you would spend 8 HP to activate that power and then 4 HP per minute to maintain the power, but you would experience 660 subjective turns during the time that you spent 8 HP.
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11-01-2017, 12:47 AM | #12 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: Extreme Regeneration and Costs HP
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You can also use variable cost HP for variable levels of ATR. ATR 10 (cost HP variable, 10, -50%; PM, -10%) [400] It cost 1 HP to use 1 level of ATR, 2 for ATR 2 etc. |
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11-01-2017, 09:18 AM | #13 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Extreme Regeneration and Costs HP
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11-01-2017, 04:03 PM | #14 |
Join Date: Feb 2016
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Re: Extreme Regeneration and Costs HP
I think that Costs FP would be a much better limitation for Extreme Regeneration (as long as it does not have FP regeneration capabilities). It would be fine to spend 8 FP to regenerate 10 HP in a second, and it would only cost 30 points. You could have it as an alternate ability for a Healing power, which would mean that it would only cost 6 points.
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11-01-2017, 05:52 PM | #15 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Extreme Regeneration and Costs HP
I'd allow it for togglable abilities, with the caveat that the HP spent on that ability does not regenerate until the ability is turned off. As for HP spent on instant effects like Innate Attack, that HP doesn't recover until the start of your next turn. In other words, you're still making yourself slightly easier to bring down to 0 HP and being forced into a consciousness check.
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11-02-2017, 04:23 AM | #16 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Extreme Regeneration and Costs HP
I think that before making conclusions about HP regeneration and its 'repurposing' to regenerating HP Cost-related loss of HP, one needs to address the elephant in the room.
Specifically, the Extreme Regeneration with either Fatigue Recovery +100% or Fatigue Recovery Only -0%, which grants 10 FP per second. Why am I bringing this up? Because unlike in the case with HP regeneration, there can be absolutely no doubt that the trait is intended to recover the FP that has been spent on powering abilities: there's absolutely no way to lose FP to mundane exertion at a rate that makes Extreme Regeneration worthwhile. Furthermore, according to Powers 119, Quote:
And costing HP is more disadvantageous than costing FP in that it adds a bigger risk of being taken or outright killed due to spending them (as compared to spending FP). ---- So what the question really boils down to is whether one considers the Costs {Some_Pool} Points is a fair limitation in general (and thus whether it requires a houseruled change like RPK's or some other), and whether Regeneration levels are fairly balanced in general. |
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11-02-2017, 09:28 AM | #17 | |
Join Date: Dec 2015
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Re: Extreme Regeneration and Costs HP
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11-02-2017, 09:33 AM | #18 | |
Join Date: Dec 2015
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Re: Extreme Regeneration and Costs HP
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11-02-2017, 09:37 AM | #19 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Extreme Regeneration and Costs HP
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11-03-2017, 07:58 AM | #20 |
Join Date: Oct 2008
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Re: Extreme Regeneration and Costs HP
I have a ruling that HP lost to "cost HP" cannot be recovered by heal/healing spells/regeneration.
But the HP lost to using too many FP can be recovered normally. The combination seems to work well enough. |
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costs hp, modifiers, regeneration |
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