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Ongoing Healing Power
- The_Strangler
- Sidekick
- Posts: 25
- Joined: Tue Apr 06, 2010 11:00 pm
- Location: KCMO
Ongoing Healing Power
In my mind I always imagined Wolverine's Healing Factor to be an ongoing page-by-page type of power working regardless of how he spent his panel. Any ideas on how/if this could work? I'm working on an NPC hero this evening that has a similar power. I guess it would almost be a soak but that occurs at the end of the panel as it wouldnt save the hero from a 0 Hits condition. But it might be unbalancing to the game so I wanted to get thoughts on it. Thanks in advance.
- Dustland
- Cosmic Hero
- Posts: 1158
- Joined: Sat May 15, 2010 11:00 pm
- Location: Austin, Tx
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Regeneration has been brought up a few times. If you want to read over those posts, just search for regeneration.
In general, I think Bashman prefers to use Armor to "model" regeneration.
I wouldn't be oppossed to a power that allowed for regeneration, but at a much lower rate than the Heal power; maybe 1 Hit healed per Page per Level purchased.
So Regeneration 5 would heal 5 hits per page.
Maybe that's a bit low, but I wouldn't get too close to 10 hits/level, otherwise Heal's utility all but goes away.
In general, I think Bashman prefers to use Armor to "model" regeneration.
I wouldn't be oppossed to a power that allowed for regeneration, but at a much lower rate than the Heal power; maybe 1 Hit healed per Page per Level purchased.
So Regeneration 5 would heal 5 hits per page.
Maybe that's a bit low, but I wouldn't get too close to 10 hits/level, otherwise Heal's utility all but goes away.
- The_Strangler
- Sidekick
- Posts: 25
- Joined: Tue Apr 06, 2010 11:00 pm
- Location: KCMO
I'm in complete agreement with you on that. 5/page would be about right. Or maybe 1/2 x1/page. But 1-5 for 1-5hits/page seems fair and would keep an extra roll out of the mix.
I'll take your advice and Google the forum on Regeneration. Obviously from my subject line I couldn't come up with that term and Googled "Healing" instead and came up with a laundry list of character builds. Thanks Dustland.
http://www.google.com/search?hl=en&sour ... =&gs_rfai=[/url]
I'll take your advice and Google the forum on Regeneration. Obviously from my subject line I couldn't come up with that term and Googled "Healing" instead and came up with a laundry list of character builds. Thanks Dustland.
http://www.google.com/search?hl=en&sour ... =&gs_rfai=[/url]
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
- The_Strangler
- Sidekick
- Posts: 25
- Joined: Tue Apr 06, 2010 11:00 pm
- Location: KCMO
Hey Bashman. I see now that you've addressed your public on this issue several times and I appreciate your time and more importantly, patience on the matter.
I also like the idea of the Armor power representing this but a couple issues come to mind with that option.
What if the hero decides to wear actual armor later? I'd have to have the hero renamed to Brawny because of all that soaking he does. Sorry. I shouldn't have gone there. I know this would be my narration obligation to say "no" to this or come up with a way to keep the soak bonus to x3 max. But who's gonna tell Wolverine he can't wear the armor Tony Stark just gave him? Not me I tell ya.
Next, Regeneration should eventually get the hero back to 100 Hits as long and s/he avoids taking damage and in some cases even if s/he does take minimal damage each page. Right? Or is this one debateable? If I stuck to the rules, the Armor version would never accomplish this.
When I was younger, I honestly never gave this power any consideration as being powerful when Wolverine, trolls, lizardmen, etc had it. Just cool. But the Heroes series really shined a light on it for me in terms of how much of an impact it would have.
I also like the idea of the Armor power representing this but a couple issues come to mind with that option.
What if the hero decides to wear actual armor later? I'd have to have the hero renamed to Brawny because of all that soaking he does. Sorry. I shouldn't have gone there. I know this would be my narration obligation to say "no" to this or come up with a way to keep the soak bonus to x3 max. But who's gonna tell Wolverine he can't wear the armor Tony Stark just gave him? Not me I tell ya.
Next, Regeneration should eventually get the hero back to 100 Hits as long and s/he avoids taking damage and in some cases even if s/he does take minimal damage each page. Right? Or is this one debateable? If I stuck to the rules, the Armor version would never accomplish this.
When I was younger, I honestly never gave this power any consideration as being powerful when Wolverine, trolls, lizardmen, etc had it. Just cool. But the Heroes series really shined a light on it for me in terms of how much of an impact it would have.
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
Raising the level in Armor, of course would help. If it is already maxed out at 3, and you want protection beyond Armor, you can do this with Boost (Brawn) for Soaking Damage. That is essentially what Armor does- it's just its own power. They would stack, though- up to a max of Boosting brawn to 5 for soak.What if the hero decides to wear actual armor later?
Next, Regeneration should eventually get the hero back to 100 Hits as long and s/he avoids taking damage and in some cases even if s/he does take minimal damage each page. Right? Or is this one debateable? If I stuck to the rules, the Armor version would never accomplish this.
As is, the Healing power already makes you recover damage quickly between scenes (10 Hits/Hour/Level). I'm not saying to use Armor INSTEAD of Healing as a power. I'm saying you have Healing AND Armor as powers, it can work to represent some uber-healing.
To make it full D&D Troll style regeneration, I guess an Enhancement to Healing would take care of this- allowing you to automatically heal 1 Hit / Level in Healing per page.
- dugfromthearth
- Costumed Crimefighter
- Posts: 165
- Joined: Mon Aug 16, 2010 11:00 pm
As a note for regeneration:
You could buy Super Speed for 3 points and put on the limitation only with the Healing power, making it 2 points. That would let you use healing on yourself every turn. Except it has Tiring so you could only use it every 2 turns.
Given that you are giving up using it for other actions and for movement, you might declare that losing the movement is worth removing the tiring and make it only 2 points without tiring. Or you could pay +1 pt to remove tiring.
Of course that would mean you are using up part of your Super Speed potential, since you can only have 2 levels of it. Although the second level is cheaper, so if you want 1 pt of super speed plus regen it actually makes the extra point cheaper...
Now there are power that let you do a second action every turn: Offhand Shooting, Paired Weapons, Swift Strike. These are each 2 points, do not have tiring, work situationally, do not count as super speed, but have a dice penalty.
Now I don't like putting a straight dice penalty on a general power - too much math. And constant healing is probably very powerful. So instead of a minus I'd probably just have you roll 1d6 instead of 2d6.
So create a new power:
Regeneration 3-5, Personal
For 3pts you recover 1d6 x1 hit points at the start of your panel. At 4pts you recover 1d6 x2, 5pts you recover 1d6x3.
You could buy Super Speed for 3 points and put on the limitation only with the Healing power, making it 2 points. That would let you use healing on yourself every turn. Except it has Tiring so you could only use it every 2 turns.
Given that you are giving up using it for other actions and for movement, you might declare that losing the movement is worth removing the tiring and make it only 2 points without tiring. Or you could pay +1 pt to remove tiring.
Of course that would mean you are using up part of your Super Speed potential, since you can only have 2 levels of it. Although the second level is cheaper, so if you want 1 pt of super speed plus regen it actually makes the extra point cheaper...
Now there are power that let you do a second action every turn: Offhand Shooting, Paired Weapons, Swift Strike. These are each 2 points, do not have tiring, work situationally, do not count as super speed, but have a dice penalty.
Now I don't like putting a straight dice penalty on a general power - too much math. And constant healing is probably very powerful. So instead of a minus I'd probably just have you roll 1d6 instead of 2d6.
So create a new power:
Regeneration 3-5, Personal
For 3pts you recover 1d6 x1 hit points at the start of your panel. At 4pts you recover 1d6 x2, 5pts you recover 1d6x3.
- Dustland
- Cosmic Hero
- Posts: 1158
- Joined: Sat May 15, 2010 11:00 pm
- Location: Austin, Tx
- Contact:
You'd have to house rule in using Healing with Super Speed as it specifically bans the use of healing with the power (1st paragraph, p42)You could buy Super Speed for 3 points and put on the limitation only with the Healing power, making it 2 points. That would let you use healing on yourself every turn. Except it has Tiring so you could only use it every 2 turns.
I wonder how a special attack linked to healing would work in the case of Super Speed? Say you had a "vampiric sword" that when it drew blood healed it's weilder. Just something to ponder.