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Post by sphynx on Apr 23, 2005 4:17:38 GMT -5
Recovery Cost Level: 0 + Options Taken
Options: +3 : Heal 1 White Stone per Hour +5 : Heal 1 White Stone every 2 Panels +6 : Heal 1 White Stone every Panel +8 : Heal 2 White Stones every Panel +1 : Regenerate 1 extra Red Stone per Panel +2/Level : Regenerate 1 additional Red Stone per level, per panel.
Basically a house rule that lets you break the healing factors into sub categories. End costs is still the same across the board, but this gives more options for people wanting just better Regen, or only Healing. Also lets you pick how much you Regen in Red Stones, so that a Durability 10 character could still afford to have a Regen Rate of 12 instead of 10 or 15 by buying a 1 additional level of Regeneration instead of 4.
Useful for odd-level'd Durability Numbers, since having a Durability of 3 or 2 has the same mechanics in the older rules, but costs more for the 3 Durability (still only regens 1 extra energy per panel since you have to round down); thus allowing the Durability of 3 character to have a Regen Level of 1 to save stones in character creation.
Also allows low durability characters a higher energy regen rating. Since there is no cap based on Durability.
Also helps figure out how Actions that increase Durability will work for Energy Regen, since you are limited to the levels purchased.
So, why +3/5/6/8 instead of +2/4/5/7 and all energy regenning at +2 per stone?
Because I had to stick by-the-book for costs, and Durability 1 cost level is 3/5/6/8 respectively for Healing/Accelerated/Enhanced/Instant, but has no Energy Regen since Dur/2 rounded down = 0.
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Post by sgingell on Apr 24, 2005 14:17:32 GMT -5
This seems like a good idea, I'm a bit vauge on some of your details.
First are these meant to be 'costs' or 'cost levels'? Adding either "level" to the first lines or adding units to the costs would help (ie. "0w + options taken" and "+3w: Heal 1 White Stone....").
Second, your line "Durability 1 costs 3/5/7 respectively for Healing/Accelerated/Instant" doesn't match the by the book costs I'd calculate.
Durability 1 is 1w. Adding Healing factor has a cost level of (Durability+2) or +1w for a total of 2w.
Adding Accelerated Healing Factor would add (Durability + 4 CL's) or 3w for 4w stones total.
Finally, I think you're confusing Enhanced Healing Factor with Instant Healing Factor. The power you seem to be calling Instant Healing Factor is "Enhanced Healing Factor". Instant is more powerful.
From the Avenger's book Enhanced Healing Factor: CL = Durability +5, Regenerate 3 red stones per 2 white stones per panel, Heal 1 white stone per panel.
Instant Healing Factor: CL = Durability +7, Regenerate 2 red stones per white stone per panel, Heal all white stones each panel.
-Stephen
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Post by sphynx on Apr 24, 2005 14:59:00 GMT -5
I think you're calculating in white stones. You never do that. Look at Mastery of ..., or Telepathy. A +3 option is not 3 White stones.
So, if you wanted to heal 1 white stone per Hour, your cost is 0+3 for 3 (That's 1 White). Same price as having a Durability of 1 in the book. If you had a Durability of 2 in the book that's the equivalent in this system as 0+3(for 1 white per hour)+2(Regen 1 additional red stone per level) for a total of 5 (3 White).
I will fix the Enhanced and Instant, my mistake.
Sphynx
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Post by sgingell on Apr 24, 2005 16:44:01 GMT -5
I think you're calculating in white stones. You never do that. Look at Mastery of ..., or Telepathy. A +3 option is not 3 White stones. Yes. I'm nit-picking, but the way the book notes that is "Cost Level = AN +X", it only uses the notation "Cost = X" when it's a cost in white stones (like Prescience for instance), and in powers like that options get listed as numbers of stones (like Immunity to Reality Distortion for instance). I'd be happier if "Costs: 0 + Options Taken" changed to "Cost Level = 0 + Options Taken", but either way, it's clear now.... Another nit-pick, but I'm still not seeing how you get the 3/5/6/8 line for the by the book costs of durability 1 plus a healing factor. I would have thought Durability 1 would normally cost 1w, and then adding Healing factor would add 1w (CL of 3, from Healing factor's CL of "Durability+2") for a grand total of 2w rather than 3w. As far as a comment of more substance goes, I think it looks like it works well. Under the status quo I think a lot of people who just want a higher regeneration rate per panel end up taking healing factor despite having no interest in healing per se. It's nice to see an attempt to break that habit. Still, I wouldn't be at all surprised if you saw a lot of people taking 2 extra stones of regeneration per panel and nothing else. For 1w stone that's a big power boost that I can't see anyone passing up. As the costs ride up it becomes less tempting, but 2 extra stones of effort per panel is a no-brainer for 99% of characters out there. It’s almost as good as raising a modifier on your main action by 2 for 1w. -Stephen
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Post by sphynx on Apr 25, 2005 1:48:13 GMT -5
Another nit-pick, but I'm still not seeing how you get the 3/5/6/8 line for the by the book costs of durability 1 plus a healing factor. I would have thought Durability 1 would normally cost 1w, and then adding Healing factor would add 1w (CL of 3, from Healing factor's CL of "Durability+2") for a grand total of 2w rather than 3w. Again, your'e still calculating in White Stones, that's a no-no. The Cost Level is 3/5/6/8 for the various Healing Factors if you have a Durability of 1.
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Post by sgingell on Apr 25, 2005 8:17:53 GMT -5
No, we were just calculating different things. Thanks for adding the standard format to the power, it's easier to follow now. -Stephen
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Post by sphynx on Apr 27, 2005 13:19:41 GMT -5
Now that we got that discussion out of the way.... Let's evolve this pretty thing. Let's see how Reconstitute Self fits in.... +10 to Cost Level = Fully Heal ALL Damage, next Panel. So, it should cost 15 stones to have Reconstitue Self Next Panel, right? But that doesn't explain the 8 stones for Reconstitute self over the period of an hour. As a matter of fact, the only way to get 8 stones is to have a Cost Level of 10, and 5+ levels of Disadvantages (Round up since you can't have an Action/Modifier cost reduced by more than half in cost). So, to find a way to add a -5 disadvantage to the Modifier. (And thus invent a new Disadvantage, or a continuation of a current one) The only thing that seems to apply is a 'Takes Extra Time', which is only a -1. Now, usually when someone asks to Take Extra Time as a Disadvantage, they intend it to be 1 panel, such as is the case with Mastery of Magic and Magical Travel. So I'm going to change the syntax on that a bit. Takes 1 Extra Panel to Use. By Doing this, we can break it into Time, so the longer you wait, the higher the disadvantage level becomes. The A&R Chart has it set as rating 3 to reach 1 hour, so one idea/assumption could be that -1, -2, -2 for a total of -5. Seems too rough an idea though, kinda possible. Would an Action be worth -3 if it took 10 panels to use? -5 if it took an hour to use? Possibly. Definitely if the power were something like Force Blast. Still I like better breakdowns, I wanna know what the cost would be for -2 and -4. How about this: -1 Takes 1 Extra Panel to Use (30 Seconds) -2 Takes 3 Extra Panels to Use (1 and a half minutes) -3 Takes 10 Extra Panels to Use (5 minutes) -4 Takes 40 Extra Panels to Use (20 Minutes) -5 Takes 120 Extra Panels to Use (1 Hour) Possible Disadvantage expansion for the game that could apply to any/all Actions/Modifiers? Sphynx
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Post by sgingell on Apr 27, 2005 18:35:19 GMT -5
Instant Healing Factor already heals all damage for a +8 CL. To get Reconstitute Self: Next Panel to work out right just add a +2 option for “Still works if you’re dead” which the various regenerations don’t do.
-Stephen
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Post by sphynx on Apr 28, 2005 8:45:01 GMT -5
Oh.... I heard that Instant was 2 stones per panel.... Maybe someone should clarify for me what precisely the avengers book has on Healing Factors, so I can sound less idiotic.
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Post by sgingell on Apr 28, 2005 17:44:12 GMT -5
*Points up.* They also make the point that such a character can be killed, but it has to be all in one blow (i.e. No regenerating back from death). They are frustratingly silent on *when* this healing takes place (i.e. before or after I regenerate red stones of effort). -Stephen
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Post by rennyn on Apr 28, 2005 22:51:37 GMT -5
My take on it is it says 'all in one blow' not 'all in one panel'. So I would assume its after every blow.
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Post by sgingell on Apr 28, 2005 23:30:09 GMT -5
The complete text, from which we may endeavor to divine the oracle's intent is as follows:
"Healing Factor, Instant
Cost Level = Durability Number + 7 Levels
Description: Tired of waiting around for those annoying, life-threatening wounds to heal? Wish you could regenerate your red stones even faster? Then this modifier is for you. Heal all white stones each Panel. Regenerate 2 red stones per white stone per Panel. For Eternals, beings of Ionic energy, and so on.
Comments: Not unlike Physical Invulnerability, however it does not protect from wounds, but instead heals them all instantly (whether from physical damage or not). It also hugely increases one's regeneration rate. A hero with this power can still be killed, but it has to be all in one blow.
Rules for Modifier Box: Instant Healing Factor: Heal all white stones each Panel, Regenerate 2 red stones per white stone per Panel."
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Post by techogre on May 4, 2005 9:10:03 GMT -5
I needs some clarification on the last two adders:
+1 : Regenerate 1 extra Red Stone per Panel +2/Level : Regenerate 1 additional Red Stone per level, per panel.
If I understand correctly, the first extra red stone costs +1. Any additional extra red stones cost +2 each.
So, MegaRedStoneRechargeGuy would have the following costs:
Recharge Cost (in Levels) 1r 1 2r 1 + 2 = 3 3r 1 + 2 + 2 = 5 4r 1 + 2 + 2 + 2 =7 etc.
Is this correct?
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Post by sphynx on May 4, 2005 9:23:31 GMT -5
If he took no health-healing levels, then the cost (using the rules as written) would be as follows:
1r = +1 Red Regen 1w = +2 Red Regen 3w = +3 Red Regen 6w = +4 Red Regen 12w = +5 Red Regen 20w = +6 Red Regen
** The + is the number of Red Stones Regeneratted in addition to the Durability (or Intelligence) of the character.
Sphynx
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