Blood and Vigilance tweak: suggestions?

Vigilance said:
Well it does change things to be sure, but a Wolverine type character is still possible, just handled in a different way. To be someone like Wolverine now (meaning using Regeneration as your primary defense) you'd need to have a good Con, the Improved Second Wind talent, and several power stunts in improving your healing.

This means you'll need to spend an action point to heal in combat, but when we playtested the new rules I saw characters able to heal 15 HP on average by spending a power point, and they could still rest and heal between combats.

Chuck

I like it. Much like we spoke about before, this will truly seperate the "dabblers" in regeneration from those for whom it is actually a core concept... you can still take Regeneration to increase your healing a bit, but to get that crazy-pull-the-spear-out-of-your-guts-and-watch-the-wound-close healing, you'll need to focus.

But also, in our game it tends to get used a bit more because we use Vitality/Wound Points, so Vitality points came back really fast. I'll be tweaking this Regen tweak for our game real soon :).
 

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My initial idea was that if attack powers and healing powers worked the same, only in reverse, that it would balance. After a lot of conversations with folks, and seeing how things played in my game, I realized that wasn't the case.
 

Heh. Attacks take two participants. If you only healed when you hit someone else, yeah, there'd be balance :).

So... where's my combat vampirism power?
 

...actually, you could get a pretty good Wolverine groove going if you healed 2 hp each time an opponent attacked you - whether the attack hits or not. Against skilled opponents its about the same as DR 2/-, but against chumps you could easily shrug off their attacks by healing nearly as fast as they hurt you. You could still end up with some meaningful injury lingering after the end of the fight. It would also prompt rather suitable Wolvie-style tactics: go after the main opponent first while your HP are high, then mop up the minions afterwards. Just say the healing factor is prompted by adrenaline/fight-or-flight circumstances.
 

That's a neat idea!

On Vampirism... another neat idea, especially since I just wrote a magic book...

For healing what I did was branch it out into two types of healing, one by the hour (obviously no good in combat) and the other in combat but requiring Action Points.

It seems to be working out better, though it does make Wolverine a different build than he was before. Still possible though.
 

I'm not sure I understand all the whistles and bells of your powers system, but you could stage it~

(weaker)
1 hp per round that you were attacked at least once.
2 hp per round that you were attacked at least once.
etc.

or

(stronger)
1 hp per attack against you.
2 hp per attack against you.
etc.

The first I would rate dead even with the equivalent amount of DR. The second would be probably a bit better than DR. I guess it would be a feat/add-on/somethign that attaches to another more general power?

You might have a power point cost to turn it on for the duration of a single fight so that you could spend a point at the begining of what looks like a longish fight to have the lower level healing running in the background throughout the fight, but also have the option to spend a point for a quick surge of healing as needed. Two separate powers that would add up to "very hard to kill".

Basically, I'm just thinking about triggers for the healing other than time.
 




Sweet! Just made my purchases!

Now I am going to have to buckle down and read everything. Work Work Work!

;)

Regards,
Walt
 

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