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#1 |
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Join Date: Oct 2010
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I know that question may sound stupid, but...
Let's say some character has switchable extreme regeneration with temporary disadvantages. Because his regeneration is extreme, he will probably become healthy every turn. And if regeneration automatically switches off (with its temporary disadvantages), he has to re-activate it every single turn (unless he was injured to negative HP). This kind of makes sense... but it means that he will begin each his turn without any temporary disadvantages. And he can make his regeneration "reflexive: injurity" for +40%. And if regeneration doesn't stops if character is healthy, that means "healthy" is a perfectly legitimate Terminal Condition (Powers p112). Probably "common knowledge -20%". And it makes sense to add "trigger: injurity" to regeneration. What would you say, should regeneration terminate itself on healthy person or not? By the way, how would you price "Trigger: injured by HP/2" for a regenerator? |
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#2 |
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Join Date: May 2008
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If it's Switchable, then I'd require the player to turn it on or off. In other words, whether they were at full HP or not, Regeneration is still "On" until the character turns it "Off."
But I could see this varying based upon your/their reasoning for the ability, what Temporary Disadvantages we're looking at, and the world setting... |
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#3 | ||||
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Join Date: Jun 2006
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(Edit: Actually thinking about it a moment longer, since a switchable advantage normally works for 1 minute, if you take temporary disadvantages on one, I think it's legitimate to insist they must last a minute, even if you stop using the advantage, to be worth the full value) But sure, it's reasonable enough for your regeneration to switch off automatically when you are healthy, I certainly wouldn't have a problem with a player who wanted to define it that way. Quote:
Most of these questions are pretty clearly the hacks of a rules lawyer who doesn't believe in that rule. Quote:
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__________________
-- MA Lloyd Last edited by malloyd; 10-31-2010 at 09:45 AM. |
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#4 | |
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Join Date: Oct 2010
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The whole magic behind that character is that he "burns himself" to use his other abilities (all of them has some levels in "Costs HP" limitation), and then he regenerates. So the more abilities he uses, the easier to die. If HP restoration happens at the beginning of his turn, he would take risk every time he uses his powers. Something like "Is it safe to jump for 7 HP, or somebody will try to kill me this turn?" And if restoration happens at the end of turn (or somewhere in the middle), he may just think "Ok, I have 5 HP left, and at the end of turn I'll get 10. So it's completely safe to switch on Striking ST for a second for 4 HP". |
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#5 | |
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Join Date: Jun 2006
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__________________
-- MA Lloyd |
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#6 | |
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Join Date: Oct 2010
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The whole point is to create this kind of "raging regeneration" advantage. |
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#7 | ||
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Join Date: Jun 2006
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__________________
-- MA Lloyd |
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#8 | |
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Join Date: Jan 2005
Location: Stuttgart, Germany
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On one side you have the Extreme Regeneration, on the flip side you have a Modular Ability with the Costs HP modifier. |
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#9 | |
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Join Date: Dec 2007
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Geez why bother? Why not just get Regeneration with Temporary Disadvantage? It would mean that when-ever you were injured, you have the Temporary Disadvantage until you reach full health. |
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#10 | |
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Join Date: Jul 2008
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Of course, it also probably isn't switchable at all without some modification. Which would make it ineligible for Temporary Disadvantages.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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| regeneration, trigger |
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