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Post by beryl on Jun 28, 2006 12:44:08 GMT -5
The way I learned to play involved everyone regenerating energy regardless of current health. That is, energy regeneration is based on Maximum Health rather than Current Health.
Of course, the GM of that game was a moron, but I know that other people used to do this, too.
I kinda like the idea of being able to pull out the stops even at the brink of death, but I'm starting to wonder if maybe I should go back to the way it was intended.
What do you guys think of this house rule?
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Post by thepirateking on Jun 28, 2006 12:45:40 GMT -5
i second that one Beryl
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Post by Brainstem on Jun 28, 2006 13:11:01 GMT -5
There should be a modifier that works like that. Something to represent a character who feels no pain. Its really a very powerful thing to have, especially for the high Durability characters. Maybe Durability + 4? Same as Accelerated Healing Factor.
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Post by jimforce on Jun 29, 2006 18:45:33 GMT -5
It's a good idea, but it removes the realistic factor that someone who just had their ass kicked isn't going to recover from being "winded" as fast as someone that just got out of bed.
It shouldn't be allowed for everyone and anyone.
Making it a modifier is a good idea though...something you have to pay for at the time of character creation. I agree that the cost of Accelerated Healing would be comparable to what this should cost. I don't know about it realistically representing "feeling no pain" however. Not feeling pain isn't the same thing as not having damage affect your energy reserve. Whether you feel it or not, physical damage can and does inhibit your ability to function normally. Just look at lepers.
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Post by beryl on Jun 30, 2006 0:19:39 GMT -5
Not sure how I'd price it as a modifier, or what we'd call it.
The rationale behind doing everyone this way is that while the PCs can come from behind and pull out a win, so can the enemy. Makes the fights longer, too, I suppose.
I'm starting to lean towards doing things normally, but I at least thought I'd mention it here.
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