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#1 |
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Join Date: May 2012
Location: New Hampshire, USA
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I'm wondering about Regeneration for 2-5 hp/second ranges since basic only has 1/second and 10/second and sometimes 1/second is less then I want but 10/second is just way too much.
Basically I'd like to know if this is priced anywhere and if so where it is priced. And if it's not priced then how much do people think it should cost? |
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#2 |
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Join Date: Feb 2005
Location: Berkeley, CA
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It's come up before, but has no official answer. The closest match on the cost formula is about 100 * (rate per second)^0.17, which works out to:
1/43,200sec: 16 (list is 10) 1/3,600sec: 25 (list is 25) 1/60sec: 50 (list is 50) 1/sec: 100 (list is 100) 10/sec: 148 (list is 150) 2/sec: 113 3/sec: 121 4/sec: 127 5/sec: 131 |
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#3 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Buy HP with "Only to improve healing rate, -75%." This will give a multiple equal to (total HP)/10, drop fractions, to all sorts of healing. For instance, a human with HP 10 could buy HP +10 (Only to improve healing rate, -75%) [5] and heal 2 HP per HT roll or 2 HP whenever Regeneration ticks; arguably, it's about as good as Rapid Healing [5]. This scales: ×3 for 10 points, ×4 for 15 points, and so on, up to ×10 priced as HP +90 (Only to improve healing rate, -75%) [45]. That's a bit cheaper than going from Very Fast to Extreme on Regeneration, but not enough that I'd care. Go with -70% if that bugs you.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#4 | |
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Join Date: May 2012
Location: New Hampshire, USA
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Quote:
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#5 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Since the jump from 1/sec to 2/sec is a much bigger deal than, say, from 9/sec to 10/sec, I'd suggest bundling an implicit 5-point UB for the privilege of these lesser levels, as that produces a pleasant spread:
Regeneration [100]: 1 HP/sec Regeneration [110]: 2 HP/sec Regeneration [115]: 3 HP/sec Regeneration [120]: 4 HP/sec Regeneration [125]: 5 HP/sec Regeneration [130]: 6 HP/sec Regeneration [135]: 7 HP/sec Regeneration [140]: 8 HP/sec Regeneration [145]: 9 HP/sec Regeneration [150]: 10 HP/sec
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#6 |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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I typically by Regeneration 1/sec then stick on a power mod and talent/s +0%
so the more levels of Power Talent you have the bigger the regeneration rate. |
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#7 |
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Join Date: Sep 2004
Location: Canada
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There's no specific rule in print about it, so it's not like the GURPS police will kick your door in for doing it :) More seriously, you've got two line editors informally endorsing that sort of pricing scheme, so it sounds like a solid idea.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#8 |
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Join Date: May 2013
Location: Ellicott City, MD
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#9 |
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Join Date: Oct 2007
Location: Vermont
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In the past, Kromm has also endorsed the position that Very Rapid Healing doubles Regeneration rates, as well.
This means it will often be a better deal to just upgrade the regeneration instead of investing in VRH.
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My ongoing thread of GURPS versions of DC Comics characters. |
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