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Halving healing per RAW?


Surrealone

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Per 5ER pg. 110:

​Defense Powers: To balance the usefulness of defenses in the Hero System, the effect of any Adjustment Power that increases or decreases PD, ED, any Defense Power, and the like is halved.

 

 

Per CC pg. 46 (w/ red emphasis added by me):

ADJUSTING DEFENSE POWERS
The effect of any Adjustment Power that increases or decreases any of the following is halved: any Defense Power; the Characteristics CON, DCV, DMCV, PD, ED, REC, END, BODY, and STUN; and any other ability the GM designates as primarily defensive in nature.

 

 

Per Steve Long (here: http://www.herogames.com/forums/topic/94672-simplified-healing-followup/?hl=healing) w/ red emphasis added by me:

In the case of Simplified Healing, the maximum that a character can roll on the dice is 6 STUN per die and 2 BODY per die. Given that both Characteristics are subject to the “halving” rule for “defensive Characteristics,” that amount gets cut in half after the roll, of course.

 

 

With the above in mind ... and the understanding that I've known about the halving rule since 5e ... I have NEVER seen a GM use the halving rule for Adjustment Powers with regard to Healing.  I suspect part of this stems from Healing already being twice the cost (10CP per 1d6) that it was in 4e (when it existed only as Aid and cost 5CP per 1d6).  i.e. I believe GMs tend to house rule this specifically to avoid the effective cost of Healing being 20CP per effective 1d6 in value (i.e. after halving is considered).

 

This brings me to my area of concern:

  • With the cost of Healing already doubled from 4e to 5e (and beyond) ... isn't the application of the halving rule (which, like the Healing power, itself, was new in 5e) effectively another doubling of the cost of Healing (to 4x what it was in 4e) as viewed from an effective cost standpoint with regard to getting an effective (post-halved) 1d6 output from Healing?
  • If so, was an effective quadrupling of the effective cost per effective 1d6 (post-halved) of Healing intentional from 4e to 5e (and beyond)?
  • Do others regularly run in (or GM) games where the halving rule is enforced for Healing ... such that Healing is 20 effective CP per effective  (post-halved) d6 of healing output and, if so, doesn't that make Healing outrageously expensive in those games?

 

Personally, I think 20CP per effective d6 of Healing (bought as 2d6 Healing [20 Active] ... which is halved after the roll) is absolutely absurd ... and I am thankful that I have yet to run into a GM who enforces the halving rule with respect to Healing.  I understand the need for the halving rule with regard to Aid and Drain ... as those are technically 'Positive Adjustment' and 'Negative Adjustment' powers (respectively), but Healing is different, as it only restores abilities without actually raising or lowering them.  Even CC is clear on this point, per CC pg. 45 (red emphasis added by me):

Absorption and Aid (including Boost), because they can increase Characteristics or Powers above their starting values, are called Positive Adjustment Powers. Drain (including Suppress), which decreases Characteristics or Powers below their starting values, is a Negative Adjustment Power. Healing, which neither raises abilities above starting values nor lowers them below, is not considered a Positive or Negative Adjustment Power.

 

Since I'm glad GM's I've run under don't enforce this, I'm curious where others stand on the current effective cost for Healing (per RAW) ... and whether they enforce the halving rule or not ... mostly to get a sense as to whether most seem to feel it is double-taxation within RAW (20 effective CP per effective 1d6 of Healing!).

 

Are folks good with 20 effective CP per effective 1d6 of Healing and are they regularly running their games (or in games) that entail that kind of cost just to restore lost abilities???  Or, perhaps, should Healing be exempted completely from the halving rule of Adjustment Powers in future revisions of RAW since, per RAW, it is neither a Positive nor a Negative Adjustment Power?

 

Thoughts?

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While the recent errata Steve Long posted (which "corrects" the 6th edition examples of Healing) as well as answers to posted questions makes it clear that the doubling of cost and halving of effect is the intent of the rules in 6th edition. You never ran into GMs that did so because until less than a week ago, the examples in 6th edition contradicted the "rule as intended". Considering that the 6th edition books will never see another print run, the use of his "errata" is entirely an optional by GMs.

 

I am of the opinion that as far as Champions Complete and Fantasy Hero Complete are concerned, the Rules as Written disagree with the 6th edition handling of Healing. In much the same way that there are no classes of minds in CC/FHC, there is no halving of Healing in CC/FHC. There was a pretty long argument (which I started) regarding the mechanics of Healing in this thread: http://www.herogames.com/forums/topic/94641-problems-with-fantasy-hero-complete-and-newbies/page-7 It started around post #129.

 

As a GM I would never halve the effect rolls of Healing. I feel that the relevant rules clearly exclude Healing; given that it neither "increases" or "decreases" game elements. From a design standpoint the very idea is ridiculous because such a rule would make Healing completely dysfunctional, and be even more complicated to explain to players.

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There was a pretty long argument (which I started) regarding the mechanics of Healing in this thread: http://www.herogames.com/forums/topic/94641-problems-with-fantasy-hero-complete-and-newbies/page-7 It started around post #129.

I've been lurking that (very good) thread ... as well as Steve's responses on Simplified Healing.  I laid out a Healing-specific inquiry because I feel a larger sampling on this topic is worthwhile. ;)

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I've been lurking that (very good) thread ... as well as Steve's responses on Simplified Healing.  I laid out a Healing-specific inquiry because I feel a larger sampling on this topic is worthwhile. ;)

I had thought about starting one myself, so I'm glad you did, but considering my position on the subject I thought it would stink of sour-grapes.

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I halve the healing.

 

It's pricey, certainly, and definitely a prime contender for a multi-pool slot but anecdotally I run high AP (80 to 100) Superheroic games - Body damage is rare and low enough that a multi-pooled heal is up to the task even halved.  No character has ever had body damage carry over between sessions.

 

Outside of a multi-pool, however, it IS definitely what I would consider prohibitively expensive. 

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It's worth noting that the Power Healing is not the only way to help another character recover Body or Stun.

 

For the same amount of points it can be more effective to instead use Aid on their REC (help them heal themselves quicker) vs. Stun damage.

 

A complex to build but similar effect can be created with Regeneration using the Differing Modifiers construct to temporarily 'Give the Power of Regeneration' similar to the the 'Arkelos Gift of Flight' example in 6e1 page 359.  A very brief description of Differing Modifiers is also in Fantasy Hero Complete on page 142.

 

HM

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It's worth noting that the Power Healing is not the only way to help another character recover Body or Stun.

 

For the same amount of points it can be more effective to instead use Aid on their REC (help them heal themselves quicker) vs. Stun damage.

 

A complex to build but similar effect can be created with Regeneration using the Differing Modifiers construct to temporarily 'Give the Power of Regeneration' similar to the the 'Arkelos Gift of Flight' example in 6e1 page 359.  A very brief description of Differing Modifiers is also in Fantasy Hero Complete on page 142.

 

HM

 

HM, that's a bit off topic but probably worth discussion.  My thoughts:

 

REC is considered a Defense Power (see quotes above in my original post), so you'd roll your Aid dice, halve the Aid effect total, and apply what remains to the target's REC.  (Note: In a 5e® game you'd also have to divide the Aid effect total by 2 since REC costs 2 CP per 1pt of REC ... before applying to the target's REC.)  The target would then have to take recoveries to make use of it outside of the usual Post-Seg12 freebie recovery.  I fail to see how that is more effective.

 

Also, Regeneration is merely a form of Healing which is an Adjustment Power.  As such, per RAW, Regeneration is subject to the same halving rule as Healing, Aid, Boost, Drain, Suppress, etc. when applied to Defense Powers.  Thus, I fail to see how Regeneration is more effective.

 

Question:

Can you elaborate as to how either approach is 'more effective' with some supporting math?  (At a quick mental glance, I'm just not seeing how either of the proposed approaches can be 'more effective' given that both are subject to the halving rule for Adjustment Powers [per RAW] that is the source of the discussion in this thread as it pertains to Healing...)

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There are some Aid, Healing and Regeneration examples buried in my rookie Superman and Flash builds.
Here is a quick link to both.

Only Superman has Regeneration.

The Aid and Healing builds are in the VPP's for both which are at 60 active points.

 

8 12) Invulnerability, Part 2: Regeneration (1 BODY per Turn) (16 Active Points); Does Not Work On Some Damage (Magic, Alien diseases, etc..; -1/2), Always On (-1/4)

 

0 42) Super Solar Battery v1: Aid CON & REC 4d6 (standard effect: 12 points), Expanded Effect (x2 Characteristics or Powers simultaneously) (CON & REC; +1/2), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (60 Active Points); Only to Aid Self (-1), Conditional Power Only in Direct Sunlight (-0) Real Cost: 27
[Notes: Since CON & REC are both considered Defensive Powers vs. Adjustments the effect of AID is halved (6e1 pg141). A single use is effectively +6 CON & +6 REC. Maximum Effect is +12 CON & +12 REC. Effectively fades at 1 point of CON & REC per 2 Turns.] - END=6
0 43) Super Solar Battery v2: Aid END 10d6 (standard effect: 30 points) (60 Active Points); Only to Aid Self (-1), Conditional Power Only in Direct Sunlight (-0) Real Cost: 27
[Notes: There are 3 factors that go into how much END is provided by this. 1) END costs 1 Real point per 5 gained. 2) END is considered a Defensive Power vs. Adjustments so their effects are halved (6e1 pg141). 3) The power COSTS 6 END to activate. The total of all of this results in an immediate boost of +69 END (30x5=150, 150/2=75, 75-6=69 with a Maximum Effect of 138) that begins to fade at -25 END per Turn. This boosted END is used first. When combined with "More powerful than a locomotive v3" (120 STR Total @16 END/Phase) & "Up, Up and Away! v2" (Flight 40m giving +10 "Lifting STR" @4 END/Phase) it allows for a combined 'Total Lifting STR' of 130 before PUSHING that is sustainable for ~ 1-2 Turns (Maybe 3 Turns if also combined with "Super Solar Battery v1"). Accoring to APG1, 140 STR is enough to lift 6.4 million tons or The Great Pyramid of Giza (est.).] - END=6

 

0 2) The Fastest Man Alive! v2: Aid DEX & OCV 4d6 (standard effect: 12 points), Expanded Effect (x2 Characteristics or Powers simultaneously) (+6 DEX and +2 OCV; +1/2), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (60 Active Points); Only to Aid Self (-1) Real Cost: 27
[Notes: Provides a one use increase of +6 DEX with a Maximum Effect of + 12 DEX (decreases by 1 point per 2 Turns) & a one use +2 OCV with a Maximum Effect of +4 OCV (decreases by 1 point per Minute).] - END=6

 

0 26) Superspeed Recovery v1: Healing ANY Characteristic or Power 2d6 (standard effect: 6 points), Reduced Endurance (0 END; +1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (60 Active Points); Self Only Power loses about half of its effectiveness (-1), Does Not Work On Some Damage (Anything that a HIGH metabolism would not help against.; -1/4) Real Cost: 24 - END=0
0 27) Superspeed Recovery 2: Aid Recovery 4d6 (standard effect: 12 points), Reduced Endurance (0 END; +1/2), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (60 Active Points); Only to Aid Self (-1) Real Cost: 27
[Notes: Since Recovery is considered a Defensive Power vs. Adjustments the effect of AID is halved (6e1 pg141). A single use is effectively +6 REC. Maximum Effect is +12 REC. Effectively fades at 5 points of REC per 2 Minutes.] - END=0

 

 

Granted, the active points is high for a FH game but I believe the math is still sound.  The points needed to Heal a significant amount of STUN is better spent on an Aid to REC as long as the target does nothing except take normal and post phase 12 recoveries.  Also, Aid could be applied 2 phases in a row since unlike Healing, it does not need any Decreased Re-use Duration Advantage to do so.

 

HM

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In 6th edition, since the costs of Body, Stun, and Endurance halved (END more than half) compared to all previous editions, the halving of effect makes a sort of sense; you're getting roughly the same bang for your buck with a 1d6 heal in 6th as you did with 5th.

 

5th edition heal: 10 points per d6, heals 1-6 character points of a stat (0-3 body, 1-6 stun, 2-12 Endurance).

6th edition heal: 10 points per d6, heals 1-6 character points of a stat, halved for "defensive" powers (1-3 Body, 1-6 Stun, 3-15 Endurance).

 

I'm not fond of the concept of halving the effect, but especially with Endurance the cost was reduced so much you kind of have to or adjustment powers are ridiculous.  Unhalved, a 2d6 drain END would remove up to 60 points from your score.

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In 6th edition, since the costs of Body, Stun, and Endurance halved (END more than half) compared to all previous editions, the halving of effect makes a sort of sense; you're getting roughly the same bang for your buck with a 1d6 heal in 6th as you did with 5th.

 

5th edition heal: 10 points per d6, heals 1-6 character points of a stat (0-3 body, 1-6 stun, 2-12 Endurance).

6th edition heal: 10 points per d6, heals 1-6 character points of a stat, halved for "defensive" powers (1-3 Body, 1-6 Stun, 3-15 Endurance).

 

I'm not fond of the concept of halving the effect, but especially with Endurance the cost was reduced so much you kind of have to or adjustment powers are ridiculous.  Unhalved, a 2d6 drain END would remove up to 60 points from your score.

I can totally see the argument for halving the effects of Aid and Drain. In every relevant edition the rules are quite clear that those adjustment powers are halved when applied to defensive characteristics. Most of the Defensive characteristics are quite inexpensive, and Draining between 5 & 30 END with a 10 APs Power would be overpowering, even if the character is just going to regain 25 of the Drained END in 12 seconds anyway. I don't think anybody is arguing with that element of the rules.

 

The argument is regarding Healing, and only Healing.

6th Edition contradicts itself regarding whether it should be halved (even accounting for Steve's recent Errata which makes the intent of the rule clear). However, both Champions Complete and Fantasy Hero Complete clearly exclude Healing from ever being halved:

1)  Healing is explicitly stated to be neither a Positive Adjustment Power (one that increases game elements) or a Negative Adjustment Power (one that decreases game elements) (CC 45; FHC 54).

2)  Under Adjusting Defense Powers (CC 46; FHC 55) the rules stipulate that only Adjustment Powers which "increase" or "decrease" the specified game elements are halved.

3)  Healing (which has already been explicitly stated to not be either a Positive or Negative Adjustment Power) never uses the terms "increase" or "decrease" anywhere in its description (CC 70; FHC 82).

 

The best postulate I can think of for why it is a good thing that Healing is not halved in CC/FHC is regarding Simplified Healing. Standard Healing is still possible to make work even being forced to use d3s instead of d6s because it measures CP worth of effect. Simplified Healing however doesn't function at all as intended if you halve its effect rolls because it is counted like Normal Damage, not like an adjustment power. Simplified Healing is intended to function as "reverse Normal Damage". However, if you halve the effect rolls of Simplified Healing you end up with weird results like:

 

1d6 Simplified Healing (10 APs):

Result of 1: 0 BODY, 1 STUN

Result of 2-6: 1 BODY, 1-3 STUN (1 BODY / 2 = 0.5 BODY; which rounds up to 1. 2 BODY / 2 = 1 BODY. 2-6 STUN / 2 = 1-3 STUN.)

 

5d6 Simplified Healing (50 APs):

Result of 5 (Minimum Effect): 0 BODY, 3 STUN (5 STUN / 2 = 2.5 STUN; which rounds up to 3.)

Result of 15 (Standard Effect): 3 BODY, 8 STUN (3 x 5 / 2 BODY = 2.5 BODY which rounds up to 3. 15 STUN / 2 = 7.5 STUN; which rounds up to 8)

Result of 30 (Easy Maximizing Rule): 5 BODY, 15 STUN (10 BODY / 2 = 5 BODY. 30 STUN / 2 = 15 STUN)

 

None of these results look anything like "reverse Normal Damage" to me.

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A complex to build but similar effect can be created with Regeneration using the Differing Modifiers construct to temporarily 'Give the Power of Regeneration' similar to the the 'Arkelos Gift of Flight' example in 6e1 page 359.  A very brief description of Differing Modifiers is also in Fantasy Hero Complete on page 142.

I like the idea.

 

Although, per RAW, UOO plus Regen is actually not allowed. 

 

"Regeneration: Characters cannot buy this Power with UOO; to heal another character, buy Healing."
 
As for the Healing halving, I don't actually think that 6E actually does halve the effect
 
"The Medic has Healing BODY 4d6. Thus, he can Heal a maximum of 24 Character Points’ worth of BODY damage. If he rolls his dice and gets 18, he Heals 18 BODY. If he wants to apply this Healing power again to the same character, he must roll more than 18 to have any effect. For example, if he rolls a 20, he Heals an additional 2 BODY." 

 

This suggests (at least to me) that Healing doesn't halve itself for Sixth Edition. 

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The 6th edition rules are inconsistent on the topic, thus this thread ;)  Conceptually I believe they are supposed to be halved, but in practice I'm fine with it doing what it says, for positive effects.  Aids have always ignored normal characteristics maxima, it makes sense for both to work without the reduction.  I understand why they would (see above) but it doesn't break the game to let things just go through in my experience.

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A small correction: halving the 2:1 cost of STN makes it 1:1 in 6th edition.  So:

Result of 1: 0 BODY, 1 STUN

Result of 2-6: 1 BODY, 2-6 STUN

 

And in 5th edition, it was the same numbers.

Your correction is incorrect. Simplified Healing doesn't restore amounts of CP worth of BODY and STUN, it restores flat amounts of BODY and STUN counting the die were Normal Damage. For example:

Result 3 (on the Die): 1 BODY, 3 STUN.

Result of 6 (on the Die): 2 BODY, 6 STUN.

 

If we were counting CP of BODY and STUN (and not halving), those results would be:

Result of 3: 1 BODY, 6 STUN.

Result of 6: 2 BODY, 12 STUN.

These results don't look anything like "reverse Normal Damage" either. So I think it is safe to say they are wrong.

 

 

As for the Healing halving, I don't actually think that 6E actually does halve the effect

 
"The Medic has Healing BODY 4d6. Thus, he can Heal a maximum of 24 Character Points’ worth of BODY damage. If he rolls his dice and gets 18, he Heals 18 BODY. If he wants to apply this Healing power again to the same character, he must roll more than 18 to have any effect. For example, if he rolls a 20, he Heals an additional 2 BODY." 

 

This suggests (at least to me) that Healing doesn't halve itself for Sixth Edition. 

As far as the print edition of 6th edition goes, you are correct. However, likely in response to threads like this one cropping up, Steve Long posted an Errata document for 6th edition just a few days ago which "corrects" all of the Healing Examples to be halved, making the it clear that according to the Rules as Intended, Healing is supposed to be Halved. However, even after the errata the rules regarding Adjustment powers continue to contradict themselves on pages 135 and 141 (if I remember correctly).

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I like the idea.

 

Although, per RAW, UOO plus Regen is actually not allowed. 

 

"Regeneration: Characters cannot buy this Power with UOO; to heal another character, buy Healing."
 
As for the Healing halving, I don't actually think that 6E actually does halve the effect
 
"The Medic has Healing BODY 4d6. Thus, he can Heal a maximum of 24 Character Points’ worth of BODY damage. If he rolls his dice and gets 18, he Heals 18 BODY. If he wants to apply this Healing power again to the same character, he must roll more than 18 to have any effect. For example, if he rolls a 20, he Heals an additional 2 BODY." 

 

This suggests (at least to me) that Healing doesn't halve itself for Sixth Edition. 

 

Right you are.

I forgot about that change in 6e.

 

Funny that Hero Designer does not incorporate that rule though (no warning pop-up).

This is doubly interesting since HD does prevent the combination 'Boost' (Aid with Costs End to Maintain) with Charges to create Continuing Charges of a defined length without any 'Fade Rate' calculations.  The book has nothing to say about this combination.

 

:)

HM

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That's still 2-6 stun, not 1-3 as you list.

No... If you count 1 single die of Simplified Healing as "reverse Normal Damage" then a die result of 6 is 2 BODY, 6 STUN. If you then halve that result you get 1 BODY, 3 STUN. Ergo:

 

1d6 Simplified Healing (10 APs):

Result of 1: 0 BODY, 1 STUN

Result of 2-6: 1 BODY, 1-3 STUN (1 BODY / 2 = 0.5 BODY; which rounds up to 1. 2 BODY / 2 = 1 BODY. 2-6 STUN / 2 = 1-3 STUN.)

Is correct if you are halving 1d6 of Simplified Healing.

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I've been assuming that the halving effect doesn't apply to Simplified Healing, but enforcing it otherwise.

 

I am starting to rethink that position.

 

Lucius Alexander

 

The palindromedary points out that "restoring" lost points of a characteristic IS in fact "increasing" that characteristic from its temporarily depleted total.

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No... If you count 1 single die of Simplified Healing as "reverse Normal Damage" then a die result of 6 is 2 BODY, 6 STUN. If you then halve that result you get 1 BODY, 3 STUN

 

 

Ahh I see what you are saying now!  According to my calculations, its cheaper to buy less dice with the Expanded Effect advantage rather than use the Simplified Healing but that's irrelevant to your point; its a lousy deal as the rules are written, I agree.

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However, likely in response to threads like this one cropping up, Steve Long posted an Errata document for 6th edition just a few days ago which "corrects" all of the Healing Examples to be halved, making the it clear that according to the Rules as Intended, Healing is supposed to be Halved. However, even after the errata the rules regarding Adjustment powers continue to contradict themselves on pages 135 and 141 (if I remember correctly).

This thread is actually a response to Mr. Long's recent rulings RE: Simplified Healing ... as well as his Errata file update.  20 effective CP per 1d6 effective Healing output (post-halving) just seems like an atrociously overpriced power.  Consider that a 1d6 KA costs 15 effective CP and does an effective average of ~4 BODY and ~9 STUN (note: fractions have been rounded, here) on a single throw of the dice.  Using Simplified Healing as an example (to keep the example simple; I know it's not the best or most efficient), to heal back the above damage on a single throw of Healing dice, one must have 8d6 of Simplified Healing costing a whopping 80 effective CP ... so that one averages 4 effective BODY (after halving) on a single throw.

 

Using the above, recent rule clarifications and errata entries tell us that the intended design is that it is supposed to take huge amounts of Healing (in terms of CP cost of Healing) to compensate for small amounts of damaging attacks (in terms of CP cost for the damaging attack power) -- specifically due to the halving rule -- which exists solely to encourage Defense Powers and keep them attractive, pricewise.  Even using a more efficient Healing design (such as Healing 2 characteristics [bODY & STUN] at once rather than using Simplified Healing) is going to be FAR more expensive than the cost to do that damage ... outrageously more costly compared to the 15 effective CP to do the damage in the example, above.

 

KA and Transform used to be the most expensive powers per effective die in the game ... but today, due to the recent rulings and errata changes, Healing has been clarified to be THE most expensive power per effective die in the game when you consider its relative output against the output of other powers.  ​Has it dawned on folks that the halving rule makes playing an effective healer in any genre ludicrously expensive ... specifically to help make defense powers more attractive.

 

i.e. Do folks recognize that recent clarifications mean Healers are deliberately screwed so that everyone is more prone to buying Resistant Protection, BODY, STUN, etc.?  Is it understood that at 20 effective CP per effective die of Healing, players are basically encouraged by power pricing to skip playing a healer in favour of something else???

 

Personally, I don't think punishing or discouraging a specific support class/type of character in order to make defenses more attractive is a solid design decision... especially when we're talking a staple class/type of character (i.e. 'the healer' of the group) in nearly any RPG.  I would strongly encourage Mr. Long to reconsider his position on the applicability of the halving rule to Healing ... or to reduce the base cost of Healing to 5 CP per 1d6.  Either approach would fix the issue his recent clarifications have reinforced ... and avoid unnecessary house-ruling around the halving rule or Healing cost per die.

 

As it stands today, Mr. Long has decided to be consistent about the application of the halving rule to Healing as an Adjustment Power ... something that may be good from a lawyerly consistency standpoint ... but something that feels unbalancing given the above.

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If you roll 1d6 of Healing BODY & STUN, Expanded Effect (BODY & STUN) (15 APs); and halve the result per the contested rule in 6th edition.

A result of 1 = 1 BODY & 1 STUN (1 CP of BODY / 2 = 0.5 BODY; which rounds up to 1. 1 CP of STUN / 2 = 1 STUN.)

A result of 3 = 2 BODY & 3 STUN (3 CP of BODY / 2 = 1.5 BODY; which rounds up to 2. 3 CP of STUN / 2 = 3 STUN.)

A result of 6 = 3 BODY & 6 STUN (6 CP of BODY / 2 = 3 BODY. 6 CP of STUN / 2 = 6 STUN.)

 

These results are closer to actually achieving "reverse Normal Damage" but are actually heavy on the BODY gained because of differing counting methods. Since Maximum Effect isn't halved (except in practical application), a Cumulative Expanded Effect (BODY & STUN) Healing (20 APs) could restore up to 6 BODY & 12 STUN per re-use increment, requiring an average of 3 or 4 activations of the Power. If you also buy the Re-Use Duration down to 1 Turn (+1 1/2) or (35 APs per 1d6), you should be able to fully heal most superheroes in less than a Minute (by expending a ton of END)... If you also make it Zero END (+1/2) (40 APs per 1d6) and Constant (+1/2) (45 APs per 1d6) you can go visit hospitals on your days off and clear out their emergency rooms without much trouble. And this is all assuming you are halving the effect rolls (which I wouldn't be in my campaign).

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This thread is actually a response to Mr. Long's recent rulings RE: Simplified Healing ... as well as his Errata file update.

I knew that much; what I meant was that the topic came up in a Fantasy Hero thread I posted a link to, and Steven Long also received two separate Rules questions regarding halving Healing, each more than a year apart. This indicates a trend of "misunderstanding" the rules (or at least indicates the rules are, indeed, contradictory), which is sufficient grounds for an emergency errata. 

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If you roll 1d6 of Healing BODY & STUN, Expanded Effect (BODY & STUN) (15 APs); and halve the result per the contested rule in 6th edition.

A result of 1 = 1 BODY & 1 STUN (1 CP of BODY / 2 = 0.5 BODY; which rounds up to 1. 1 CP of STUN / 2 = 1 STUN.)

A result of 3 = 2 BODY & 3 STUN (3 CP of BODY / 2 = 1.5 BODY; which rounds up to 2. 3 CP of STUN / 2 = 3 STUN.)

A result of 6 = 3 BODY & 6 STUN (6 CP of BODY / 2 = 3 BODY. 6 CP of STUN / 2 = 6 STUN.)

 

These results are closer to actually achieving "reverse Normal Damage" but are actually heavy on the BODY gained because of differing counting methods. Since Maximum Effect isn't halved (except in practical application), a Cumulative Expanded Effect (BODY & STUN) Healing (20 APs) could restore up to 6 BODY & 12 STUN per re-use increment, requiring an average of 3 or 4 activations of the Power. If you also buy the Re-Use Duration down to 1 Turn (+1 1/2) or (35 APs per 1d6), you should be able to fully heal most superheroes in less than a Minute (by expending a ton of END)... If you also make it Zero END (+1/2) (40 APs per 1d6) and Constant (+1/2) (45 APs per 1d6) you can go visit hospitals on your days off and clear out their emergency rooms without much trouble. And this is all assuming you are halving the effect rolls (which I wouldn't be in my campaign).

 

If there's actual balance associated with someone playing a character who relies on Healing, I would reasonably expect 3-4 uses of Healing to counter 3-4 uses of a similarly priced attack power.  If that's not the case, then we have another clear indication of a balance problem... since healing back damage that's taken without any special defenses should, itself, be a viable defense at a reasonable cost.  (Just ask Wolverine...)

 

Surreal

 

P.S. I know some people would build Wolverine with Resistant Protection and call it a regenerative special effect.  However, that fails to mechanically represent what happens to Wolverine, as he takes the BODY and STUN damage and then regenerates.  Modeling him properly so that mechanics and special effects are all properly aligned, Regeneration seems the best/right power for the job ... rather than handwaving Resistant Protection with a regenerative special effect just because RAW encourages buying Resistant Protection rather than Healing (a la the Regeneration varietal) with its cost structure.  Wolverine built using actual Healing/Regeneration will be prohibitively expensive to build compared to his counterpart X-Men because of the halving rule.  Is this good design?  (i.e. Is a need to handwave one power to behave like another in terms of SFX ... just because RAW makes the one you really ought to be using prohibitively expensive ... a sign of good design ... or a sign of a problem?)

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To be fair, I believe there was a suggestion somewhere (I cannot remember where I read it now) that "Healing Factor As A Defense" be represented with a combination of Damage Reduction (or Damage Negation) and Regeneration. Wolverine is an expensive character in Hero System compared to his peers.

 

Lay On Hands:  1d6 Healing BODY & STUN, Constant (+1/2), Cumulative (+1/2), Decreased Re-Use Duration (1 Turn; +1 1/2), Expanded Effect (BODY & STUN: +1/2) (40 APs); Gestures (Both Hands; Throughout; -1). Total Cost:  20 points. [4 END per Phase]

 

Is the kind of healing I most often see in cinema, literature, & graphic novels. It is fairly inexpensive (fitting into most active point caps and power frameworks) and still works fairly well regardless of whether the GM is halving the effects of Healing in his campaigns.

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