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Post by Dionon on Jul 15, 2007 10:25:11 GMT -5
I saw Energy Battery in the HomeBrew compendium thingie, and thought I would make it's opposite number
Tireless Modifier # + 5 Levels
You regenerate 1 extra red stone per panel per modifier number. EX. You have White stones of 4, and a Tireless Modifier of 3, you would regenerate 7 red stones per round. EX2. An Intelligence based character has an Intellegence of 7 and a Modifier number of 1, he regenerates 8 red stones per round
[Modified!]
I found this better mainly because it effects Intelligence based characters as well as durability based characters (which EVERY other quick regeneration of red stones option does not, as far as I know)
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Post by thanos on Jul 15, 2007 10:54:43 GMT -5
I like it, but I would leave off all those extra options, its a modifier not an Ability.
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Post by Dionon on Jul 15, 2007 11:11:26 GMT -5
Eh, True.... removed
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Post by Pope Mega Force on Jul 15, 2007 20:06:57 GMT -5
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Post by Dionon on Jul 15, 2007 21:08:15 GMT -5
Sunnnava! It's even named the same!!! GAH! I can't believe that... Ah well... Has anyone done Nitro's powers? If not I have that worked up as well God I can't believe I did that... Sorry malice
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Post by malice on Jul 15, 2007 21:15:33 GMT -5
Seeing as this SUBboard has 11 pages, I don't think people expect everyone to read every single entry before posting. I know I didn't read every post here before posting my ideas, so I would just delete them any time I find I've repeated an idea. Getting more energy is a common theme among custom rules anyway, so it's not surprising two similar ideas came from two different sources. It was only a matter of time before two people came up with the exact same one (almost).
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Post by Brainstem on Jul 15, 2007 22:09:35 GMT -5
Yeah, don't worry about it having been posted once before. As malice pointed out, there are tons of rules on here. If it's something that's been brought up hundreds of times (how about we create a rule for using x ability as a source of energy, too!), then it's a bit of a problem, but otherwise you're fine.
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Post by thanos on Jul 16, 2007 9:40:35 GMT -5
I think that Dionon's cost level is more balanced, maybe a +4CL, but not lower than that. Otherwise it is WAY to overpowered compared to other methods of regaining energy.
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Post by Pope Mega Force on Jul 16, 2007 12:49:27 GMT -5
I believe the cost level was originally +4 on malice's and that's overpriced. You can get 1 white stone per 2 panels and 3 red per 2 white with +4 to your durability. I think +2 is perfectly reasonable if not overpriced itself.
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Post by malice on Jul 16, 2007 13:43:07 GMT -5
I originally had it at +4 but decided to drop it to +2 based on the arguments of one of the two people who commented on my ideas.
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Post by thanos on Jul 16, 2007 14:10:02 GMT -5
Unlike Accelerated Healing, this allows you to get Energy regardless of your white stone count. At +2 Intelligence based characters with Tireless would be even nastier and their regen rate wouldn't be effected even if they do get hurt (just reduce their cap) even with the special rule.
6 Int(I) = 8 stones Tireless 5 = 6 stones 11 stone regen for 14 stones!!!!! vs 9 regen for 14 stones at +4CL
How much is the Healing part of the Healing Factor worth? Depends on the Durability and what kind of healing factor sure. But in CL, how much is it worth?
Something else to think about, what about somebody using Rapid recovery, Durability based, and Tireless.
For 20 stones you have somebody that can regen 13 stones per panel! For 12 stones you can get a 10 regen rate!
IMHO, that is just way to high a regen rate. It makes characters with the high Dur characters much less powerful. +4CL wittles that down to 11E for 20w or 8 regen for 12 stones. That brings things MUCH closer in line to just buying a higher DUR, but you still get regen regardless of Health.
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Post by malice on Jul 16, 2007 14:15:24 GMT -5
My original Tireless was based on Mastery of Magic, with which people can already get the highly powerful regen rates you speak of (I think Doctor Strange regens 10 energy a panel, not sure but I'm close). Yeah it's powerful, anything in MURPG that gets you more energy is powerful. I made it because I liked the name and the concept. If I were allowing Tireless I wouldn't allow Rapid Recovery. House rules are easy to keep in check like that.
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Post by Dionon on Jul 16, 2007 16:50:25 GMT -5
When I was thinking of my version (*sigh*) I figured that +5 would be appropriate because A) It works for both Intelligence based and Durability based characters, so that was a +2 right there, and B) Because if you have 1 white stone left, and a Modifier of say (for some strange reason) 8, you are still regenerating 9 stones a round... That's BEEEEEFED. Originally I had an option that you didn't fall unconcious till you hit 1 red stone, but I nixed that because I saw the futility.
+2 is way too low for Tireless, But I think +4 is too low as well... You figure, +1 for increasing regeneration rate of something. +2 because it is universal, and +2 because it isn't effected by the normal effects of regenerating (IE your white stone count).
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Post by Scriptus on Jul 16, 2007 18:46:26 GMT -5
I think this power should cost at least a +7...
Before everyone starts throwing things at me, hear me out. This modifier is more powerful than Good Luck and that costs +6. With luck you can arguably put your stone into any action so that you succeed by one stone. If you fail you don't get to use the stone. With this action you basically have the same thing but if you fail you still get the stone. That could make a bunch of difference in the actual play of the game. Especially is you subscribe to the theory (which I do) that you Luck can be used defensively. Also Luck has the limitation that the action can only succeed by one stone. This modifier has no such limitation. In my book that makes it worth at least +7.
Ok NOW you can throw things...
(ducks and covers)
P.S. This is a good idea by the way!!!
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Post by beryl on Jul 16, 2007 19:47:17 GMT -5
I think this power should cost at least a +7... Before everyone starts throwing things at me, hear me out. This modifier is more powerful than Good Luck and that costs +6. With luck you can arguably put your stone into any action so that you succeed by one stone. If you fail you don't get to use the stone. With this action you basically have the same thing but if you fail you still get the stone. That could make a bunch of difference in the actual play of the game. Especially is you subscribe to the theory (which I do) that you Luck can be used defensively. Also Luck has the limitation that the action can only succeed by one stone. This modifier has no such limitation. In my book that makes it worth at least +7. Ok NOW you can throw things... (ducks and covers) P.S. This is a good idea by the way!!! I have to disagree with that. They're too different to compare. Energy helps defend against stuns and some versions of choking/drowning. Furthermore, energy can be used both to attack and defend at the same time, against multiple opponents. Depending on your interpretation of Luck, this might not be possible. Luck is also unpredictable, and can lead to wasted stones. On the other hand, Energy (and its regeneration) is more easily subdued than Luck is. When one is down to their last two red stones of health, Luck will continue to function. It will also work when the character has been hit by a stun attack, or is otherwise incapacitated and/or incapable of performing actions. In practice, they may have similar effects (Tireless gives you your stones back, Luck saves you from spending them in the first place), but the effects in different situations are different enough that I think they warrant different pricing. That isn't to say that I necessarily agree with the prices presented here, but I wouldn't necessarily give it +7. Compare Tireless to Instant Healing Factor. IHF costs DN+7. If you buy Tireless (at AN+7), at the same level as your Durability, they will cost the same. However, IHF provides the same bonus to energy, and then some: --- Example: Bob: DUR 4 Tireless 4 (AN+7, costs 20W)
At full health, regenerates 8r/panel. This decreases slightly as Bob is damaged.
Jim: DUR 4 Instant Healing Factor (DUR+7, costs 20W)
At full health, regenerates 8r/panel. In addition Jim is ALWAYS at full health [when he regenerates energy --Edit].
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