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dsatow

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Posts posted by dsatow

  1. Here is another thorny question which I didn't find an answer but I will admit not researching it too hard.

     

    If we have three paranormals and one normal

     

    Draino w/3d6 Str Drain

    Steroid w/3d6 Str Aid

    Healer w/3d6 Str Healing

     

    and Steve Rodgers a normal 13 Strength.

     

    If Steroid aids Steve for 12 points of Strength (making him a super solider per say) then Draino drains Steve for 10 points of Strength. Can Healer heal Steve for 10 points of Strength? What if Healer had Suppress or Dispel Drain? Lastly, what if Steroid used Succor instead of Aid? Does this affect how things are applied?

  2. Assuming

    Healer A = 2d6 healing

    Healer B = 1d6 Healing Decreased Delay (per turn)

     

    Then if healer A does 7 points of healing, by the revised 5th edition, Healer B can not heal the target since healer B must also exceed the roll of healer A. But Healer B has a different Decreased Delay, how does that play into it? Does this mean Healer B only waits 1 turn before he can consider that null and void? What if healer A goes first? Does the advantage only benefit him or all healers in the party?

     

    Lets make it more complicated.

    Healer A = 3d6 Healing (per day)

    Healer B = 1d6 Healing (per turn self only always on)

    Healer C = 2d6 Healing (per minute)

     

    Healer B takes 5 stun one phase and heals 2 points. Healer B then takes another 4 stun and heals another 1 (rolling a 3) point. A turn goes by, does he have to beat a 2 on the first phase or a three or is blank because a "turn" has gone by?

     

    Healer B is taking a lot of stun (they hate him!). Healer C heals him for 7 points of stun. Because Healer B has been constantly recovering, what is healer C's target number? What would healer A's target number be considering the heals of Healer B and C?

     

    (I assume that Healing as Regen does not play into this timing issue.)

  3. Re: Alternative Healing Rules - Public input requested

     

    Thanks for all the input and thanks Steve for moving the message.

     

    Chris Goodwin: Most players tend to have troubles keeping per wound hits. It makes record keeping annoying. Most players I know of rather keep only running tallies.

     

    Hyper-Man: I agree, whether official or not, many people look to Hero Designer as by default keeping to the official rules.

     

    Sean Walters: You have an error in your statement.

     

    Assuming

    Healer A = 2d6 healing

    Healer B = 1d6 Healing Decreased Delay (per turn)

     

    Then if healer A does 7 points of healing, by the revised 5th edition, Healer B can not heal the target since healer B must also exceed the roll of healer A. But Healer B has a different Decreased Delay, how does that play into it. Does this mean Healer B only waits 1 turn before he can consider that null and void? What if healer A goes first? Does the advantage only benefit him or all healers in the party?

     

    lets make it more complicated.

    Healer A = 3d6 Healing (per day)

    Healer B = 1d6 Healing (per turn self only always on)

    Healer C = 2d6 Healing (per minute)

     

    Healer B takes 5 stun one phase and heals 2 points. Healer B then takes another 4 stun and heals another 1 (rolling a 3) point. A turn goes by, does he have to beat a 2 on the first phase or a three?

     

    Healer B is taking a lot of stun (they hate him). Healer C heals him for 7 points of stun. Because Healer B has been constantly recovering, what is healer C's target number? What would healer A's target number be considering the heals of Healer B and C?

     

    I think I'll copy this back to the 5th edition rules clarification for comments from Steve.

    Hugh Neilson: Your scenarios have two problems. Aid has an upper cap. Your designed aid would max out at 3 body, 6 stun, and 12 end.

     

    The second problem is per Steve (and I remember it being in the book), End can not be healed (though I figure drained End can be healed, used End can not.) This would apply to both End Batteries and Normal End. This is probably to prevent a cheap End recovery though I think the point is moot. You can easily use aid to do just about the same thing.

  4. :help: I dislike the current healing rules. I understand why they were implemented but believe these do not fit in the 99% of genres I run with/play in. Many times, the players will just use Aid instead (coming up with a justification that matches the Aid use instead of the Healing) usually with no argument from the GM. That being the case, I have several ideas on how to correct the issue, but I'd like to hear other people's ideas and reasons as well as comments on my own ideas to resolve the issue.

     

    To state my concerns first on how healing currently works

     

    Basic healing:

    Under my understanding healing costs 10 points per d6 and you must exceed what you rolled to have any effect within the reuse duration which is 1 day.

    healing is based on active points and heals a specific ability. Healing as is, is good against drains with huge recovery delays and prevents the neverending battle.

     

    Problem:

    The mechanics are not similar in use to any other rule and throws new players off.

    If you have two people with different reuse cycles say one with 24 hours and 1 with 1 turn, which power prevails and how do you bookkeep?

    Why buy healing when you can buy Aid for about the same cost or less and get the same general result?

     

    Solution 1: Reduce the cost of healing to 5 pts per d6 and keep everything else the same.

    This makes healing more effective than aid in healing people without the neverending battle scenario cropping up. It also keeps it easily compatible with people using Hero Designer or players at a convention. However, you still have the reuse cycles problem and the mechanics problem.

     

    Solution 2: Treat Healing like Aid.

    In this solution, while healed points don't fade, you have a maximum number of points you can heal per target just like aid. Your maximum amount recovers at 5 points per turn just like Aid; so if you max out in one turn against one patient, the next turn you can heal that patient a maximum of 5 points more in that turn. You can buy down the fade rate to decrease the cost of the healing. You can also buy up the maximum points you can heal just like Aid. All other adders stay the same (regrow limbs, resurrection). This method has the advantage of a known mechanic for new players. The neverending battle is mitigated somewhat though a large number of healers becomes a problem. Also, Hero Designer doesn't work this way* and players at conventions may not easily adapt.

     

    Solution 3: Get rid of healing/bring back regen.

    This solution basically means get rid of healing and produce the 1/2 limitation on Aid only to restore character to starting values. This is similar to the way the game was played prior to the advent of healing. We would also keep the adders for Regen or Aid. Hero Designer can be coaxed to simulate* this however many younger players would not know this from early HERO days and again players at conventions may not easily adapt.

     

    What are people's feelings or are there other ways out there that people have come up with healing. Maybe I am misguided about how the current healing works, if so please enlighten me. I would love to hear feedback.

     

    *HERO designer can be modified to accept the new values but this requires some editting to the configuration files for HERO designer and not every player who has HERO designer feels safe doing this.

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