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The power of Recovery


Steve

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Re: The power of Recovery

 

So.. What about an advantage for a character to recover from Drains and Transfers at a faster rate?

 

How would you build, say, a Speedster who instead of losing STR that recovers at 5 points every 5 minutes, recovers it at 5 points per Turn? Is there a better way than limited Healing?

 

IMO this could easily be more effective than buying an equal cost amount of Power Defense. Normally, changes to fade/recovery rates are built into the power, and thus are power-by-power specific. Thus, allowing a character to affect the fade/recovery rate of *all* of their character points at once is a very large ability.

 

But it could be built for a specific power as:

 

10 I'm Back On My Feet Again: +5 SPD - Only In Proportion To Negative Adjustments On Base SPD(-2), Only To Improve "Fade" Rate By One Time Step(-2)

 

Of course the values of those Limitations are subject to interpretation. And if the power in question is an END-using power, it naturally would cost it's extra END unless built with Zero END.

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Re: The power of Recovery

 

So.. What about an advantage for a character to recover from Drains and Transfers at a faster rate?

 

How would you build, say, a Speedster who instead of losing STR that recovers at 5 points every 5 minutes, recovers it at 5 points per Turn? Is there a better way than limited Healing?

 

It seems unintuitive, but the most direct rules approach I've thought of for this is limited Power Defense. Something like this, bought in 5 point increments:

 

PowD (5 points) (5 Active Points); Only To Counter One Step Of Delayed Fade Rate (-1); Real Cost: 2.5 points / 5 points

 

So basically, if a character with this ability were hit w/ a Drain vs STR for 5 points, he'd take the full 5. If the same effect had a Delayed Fade of 5/ Minute, the character would take the full 5 but it would fade back 5/ Turn not 5/ Minute. If the same effect had a Delayed Fade of 5/ 5 Minutes, the character would take the full 5 but it would fade back 5/ Minute. Etc.

 

The principle being, the PowD could have stopped the effect cold at the onset, but instead lets it thru; however for less time than it normally would have settled in for.

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Re: The power of Recovery

 

So basically' date=' if a character with this ability were hit w/ a Drain vs STR for 5 points, he'd take the full 5. If the same effect had a Delayed Fade of 5/ Minute, the character would take the full 5 but it would fade back 5/ Turn not 5/ Minute. If the same effect had a Delayed Fade of 5/ 5 Minutes, the character would take the full 5 but it would fade back 5/ Minute. Etc.[/quote']

Interesting approach, but there may be a slight problem with it: What if he's Drained for 10 points (or more), with a delayed fade of 5/minute? He regains 5 after one turn. When does he regain the next 5? To be fair, it should be after a minute, not just another turn.

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Re: The power of Recovery

 

PowD (5 points) (5 Active Points); Only To Counter One Step Of Delayed Fade Rate (-1); Real Cost: 2.5 points / 5 points

 

So basically, if a character with this ability were hit w/ a Drain vs STR for 5 points, he'd take the full 5. If the same effect had a Delayed Fade of 5/ Minute, the character would take the full 5 but it would fade back 5/ Turn not 5/ Minute. If the same effect had a Delayed Fade of 5/ 5 Minutes, the character would take the full 5 but it would fade back 5/ Minute. Etc.

 

The principle being, the PowD could have stopped the effect cold at the onset, but instead lets it thru; however for less time than it normally would have settled in for.

 

Interesting approach' date=' but there may be a slight problem with it: What if he's Drained for 10 points (or more), with a delayed fade of 5/minute? He regains 5 after one turn. When does he regain the next 5? To be fair, it should be after a minute, not just another turn.[/quote']

 

Ummm...after a turn. The point was to bring the fade rate down one increment. He paid for it - why is that unfair?

 

It's an inelegant tool. Similar to the above the system does not provide any option for recovery of STUN faster than the chart permits (eg. recovering every minute when at -30 STUN). Bonus STUN that only shifts up the chart is about the only way.

 

More rapid recovery could be purchased as Persistent Self Only Healing with a reduced reuse time that is limited to only acting, say, one step faster than the adjustment power would otherwise have recovered. However, this would be limited to the Healing (closer to regen) purchased, rather than acting for each separate adjustment power. Probably pretty close in most cases.

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Re: The power of Recovery

 

Interesting approach' date=' but there may be a slight problem with it: What if he's Drained for 10 points (or more), with a delayed fade of 5/minute? He regains 5 after one turn. When does he regain the next 5? To be fair, it should be after a minute, not just another turn.[/quote']

 

He'd still be getting it back quicker: the 10 points would return in full after 1 minute, not 2. It is certainly cheaper and easier than building some sort of healing construct.

 

I like this idea :thumbup:

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Re: The power of Recovery

 

He'd still be getting it back quicker: the 10 points would return in full after 1 minute, not 2. It is certainly cheaper and easier than building some sort of healing construct.

 

I like this idea :thumbup:

 

Yah. It's not the most "perfect" approach, but it has the advantage of simplicity.

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Re: The power of Recovery

 

If the game has AP caps on attacks, then it'd also be fairly easy to work out the maximum Power Defense needed to stop the maximum extended Drain.

 

Say 75 AP; 6d6 Drain +1/4 Delay Return 5 AP/Minute => 36 AP Power Defense needed.

 

(Cumulative won't matter, since the Defense is applied against each separate roll.)

 

Since the odds against getting hit with a roll of 36 is so low, the net Limitation might be slightly higher; call it -2.

 

12 points to recover 5 AP/Turn from all Drains, Transfers, or Transforms seems about fair, for a 75 AP cap game.

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Re: The power of Recovery

 

My current character, Torrent, isn't too spectacular for recovery, only a 12...but he has an Absorption that adds 5d6 to his END Pool and his recovery at the same time.

 

This thread got me thinking on ways of making him live up more to his name. I never really thought about giving him a monster recovery...just an Aid to his END pool (Hyper Charge), and his Absorption.

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Re: The power of Recovery

 

Ummm...after a turn. The point was to bring the fade rate down one increment. He paid for it - why is that unfair?

 

It's an inelegant tool. Similar to the above the system does not provide any option for recovery of STUN faster than the chart permits (eg. recovering every minute when at -30 STUN). Bonus STUN that only shifts up the chart is about the only way.

It's unfair if he pays 2.5 points to completely negate his opponent's +1/4 Advantage.

 

It wasn't Bonus STUN, it was Bonus PowDef. 5 points of limited PowDef shouldn't allow 10 points of fade faster than the effect would normally fade.

In Sean and KS's subsequent posts, they clarified this a bit. And that's really how it should be done. You get the first 5 points (or however many you paid for) of "fade" at one step faster on the time chart, but the rest come normally. Thus, you'd get back 5 after one turn, and each subsequent 5 at each minute. The Second 5 points of fade would happen after only 4 more turns, which, added to the first turn, would be the one minute.

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Re: The power of Recovery

 

It's unfair if he pays 2.5 points to completely negate his opponent's +1/4 Advantage.

 

Sorry; I was unclear. He would have to have 10 points of power defense to accelerate 10 points of recovery. That's what makes it an imprecise tool - if you don't have enough PowDef to completely avoid the attack if it had no limitation, then only a portion of the damage recovers faster.

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Re: The power of Recovery

 

Sorry; I was unclear. He would have to have 10 points of power defense to accelerate 10 points of recovery. That's what makes it an imprecise tool - if you don't have enough PowDef to completely avoid the attack if it had no limitation' date=' then only a portion of the damage recovers faster.[/quote']

Good. Thank you for clarifying. I think we're all in complete agreement.

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