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Post by lilithsboy on Dec 5, 2014 5:39:46 GMT -5
Okay for MUR here I keep running into the same house rule I actually like it but it does come with a couple problems for me.
The rule is that durability is split into heath, energy pool, and energy regeneration.
This seems all well and good till you look at a few affects. An attack of stones v Durability what does it attack?
Would the energy regen from the healing factors still be in affect off of the health stones?
Would the energy regen from the accumulate energy option for Master of Magic still work as planed?
I had one GM tell me that the last two no longer function but that still leaves the stones v Durablity in question. It also seems that removing options and affects abilities given in the core book is a little extreme to keep up a new rule.
Any thoughts?
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Post by Manah on Dec 5, 2014 10:19:35 GMT -5
Everyone handles house rules differently, so even if I answer here, it might be different for another GM. Here goes for me anyway. As far as I'm concerned, it's split into Durability, Energy Pool and Energy Regen. Durability IMO shouldn't be called 'Health' as much as Health should still depend on Durability (a.k.a be equal to it) for simplicity and clarity's sake, because Durability still does several things even if you take Energy Pool and Energy Regen out of it. You can use it as an ability bonus (unlike En.Pool and En.Regen in my house rule; they are separate 'Abilities' which cannot logically be used with actions, yet do not cost any less because of their importance), they determine how long you can go full out without tiring as per the D&R chart, etc. Durability (a.k.a the Health part of the three, lol.) Nope. They would be in effect off the Regen stones, since they are the ones that... handle regen. Yup. As far as I'm concerned, with all due respect to the GM in question, that's nonsense unless it's another house rule of theirs in addition to the splitting one. Changing the way a rule works for more versatility of the system (as opposed to force everyone to be tanks or geniuses to be playable) isn't supposed to make normally available options unavailable, especially when they are that easy to convert to the new system. If your GM took off those options, I believe it's because he didn't like those options themselves, rather than because he really thought they couldn't work with the new system. Hope I helped.
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Post by lilithsboy on Dec 5, 2014 10:36:07 GMT -5
I actually agree with everything you said save one point.
In the old rules if an intelligence base character had healing factor they would still regen energy from their health. So I think healing factor should remain unchanged and work off health stones. But yeah by the same logic the problems I was having with the durablity vs stones attacks would run off health to so that makes a lot of sense thank you for your help.
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Post by Manah on Dec 5, 2014 10:40:02 GMT -5
False. In the old rules, if you pick Intelligence-based energy, Healing factor changes nothing to your Energy Regen. It's entirely based on your Intelligence. EDIT: As in, Healing Factor no longer boosts your Energy regen. You're welcome.
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Post by lilithsboy on Dec 5, 2014 10:55:04 GMT -5
Then what is the cost? Is it heath or durability that it would go off of considering it regenerates both?
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Post by Manah on Dec 5, 2014 11:01:47 GMT -5
My way to do it is to divide the two and round it down (one of my personal rules is to always turn rounding things to the advantage of the player, but to be fair I also do it with NPCs).
For example.
Healing Factor is normally CL= Dur+2
Let's say Guy A has Durability 3 and Energy Regen 5.
Add together (3+5= 8), divide by 2 (8/2= 4), rounded down: Still 4. +2 for the +2 CL mod. Cost = 4w.
Guy B has 4 Durability and 5 Energy Regen.
Add together (4+9= 13), divide by 2 (13/2= 6.5), rounded down: 6. +2 for CL mod. Cost 9w.
That's how I do it.
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Post by lilithsboy on Dec 5, 2014 11:12:15 GMT -5
makes some sense thanks.
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Post by Manah on Dec 5, 2014 11:15:17 GMT -5
My pleasure. ^_^
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Post by Neros on Jan 13, 2015 7:24:15 GMT -5
Just throwing in a post 1. What Manah said. Health isn't a attribute, it is something you get from Durability. 2. When using that rule, healing factors don't affect energy regeneration. Or at least not what I have seen. The house rule came up (I believe), when we created MURPG 2.0 murpg.proboards.com/thread/15982/4-modifiers (look under Healing Factor). But these are again, just house rules 3. I can't see why it should not work as described because of these changes (never liked that option though ). But I can imagen that you wouldn't need this option any more since you now can set your own regeneration (which why it was removed in MURPG 2.0.) And I agree strongly with Manah on the Genius or Tank part. It was either those or a squishy weakling.. More or less. So the system has become more versatile.
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Post by WildKnight on Jan 28, 2015 10:17:24 GMT -5
Personally I didn't alter the cost of the Healing Factors, even though they no longer effect energy regeneration. This was for two reasons.
1) Healing Factors were OP as they were written in the first place.
2) Its cut WAY down on the number of people who take healing factors, which far more accurately represents what we see in comics. People only take healing factors if its part of their character build, and not simply because it is a cheap way to improve energy regeneration.
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Post by lilithsboy on Feb 24, 2015 17:25:50 GMT -5
You can make it so your character does not die for 8 stones, I pay 9 for an action that I cannot use above 6 stones and takes a panel to prep furthermore that is for 1 an and it's an limits my other actions... I think balance has flown out the window as far as health is concerned. People play certain characters because that is what is fun for them.
I did look at 2.0 but honestly I have found it lacking I like paying mental characters and telepathy only has two options while magic does not exist at all, there is little there for the archetype I like so I usually do not take it into consideration when I am playing at all.
As it stands the fact that energy does not regenerate with health and those with healing factors do indeed seem to be more tireless than those without in the comic books makes little sense.
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