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Fast Healing in Modern Games
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1788124" data-attributes="member: 12332"><p>I'm playing a relatively low-level Pulp Supers game as my regular home game. We're using d20 Modern and RPGO's Blood and Vigilance.</p><p></p><p>At any rate, one of the PCs has gotten himself some ranks in Regeneration. It fit within his concept and the story-line has them coming out of the shadows of the mean streets as "Normal" vigilantes and gaining some amount of recognition (both amongst themselves, and publicly) of their "special" talents.</p><p></p><p>All well and good. Fast Healing of any mark is an especially powerful ability, even in D&D ... in D&D, however, you have Wands of Cure Light Wounds, Clerics, and Potions of Cure X Wounds. </p><p></p><p>In Modern, the best you can really do is a Treat Injury check for a whopping 1d4 hp.</p><p></p><p>This works great, IMHO, and I've liked the flavor of it ... but Fast Healing Guy has become totally and unfailingly broken. His FastHealing 2 means that, after combat rounds have ceased, the next combat sequence of the day finds him at his (huge) full hit points, while everybody else is limping around with 10-15 hp. I'm all for his ability to function as a tank, and it's my fault for making him "TOUGH", but it's becoming a situation where any combat that THREATENS Fast Healing Guy would absolutely slaughter the rest of the crew. I've seen it happen before, so I try to avoid it.</p><p></p><p>((The "Rob's Paladin Maneuver". Named for when a DM attempted to throw a combat challenging a 34 AC Dwarven Defender at the group and reduced another player's Paladin to -56 hp in one round.))</p><p></p><p>One other PC has access to "Supernatural" healing: the Mythos Occultist ... unfortunately his "Healing Touch of Asklepios" spell comes with a 2 Wis Damage + 2d6 Subdual Damage price tag, so he only uses it in dire emergencies (something I ALSO like).</p><p></p><p>Honestly, my best-case-scenario would be to hit Fast Healing with the Nerf stick. The player is being a bit immature about the whole thing, though, and is clinging to that Fast Healing with both hands. He'd rather retire the PC than "Ruin The Archetypal Concept Of The Character!" by getting rid of the Fast Healing and making use of his enhanced Second Wind ability (which nets him, on average, 9hp). The problem with that is his only other character idea, frankly, sucks. </p><p></p><p>So I'm falling back and trying to think of some more solutions to the problem other than "Your PC gets nerfed" or pulling a Rob's Paladin Maneuver. I don't really want to make the player with the healing spell feel USELESS, so I want to offer up superscience healing potions or anything like that. I'm contemplating upping his healing power or lowering the cost to help out.</p><p></p><p>Any other ideas? Or is the nerf stick really our only choice?</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1788124, member: 12332"] I'm playing a relatively low-level Pulp Supers game as my regular home game. We're using d20 Modern and RPGO's Blood and Vigilance. At any rate, one of the PCs has gotten himself some ranks in Regeneration. It fit within his concept and the story-line has them coming out of the shadows of the mean streets as "Normal" vigilantes and gaining some amount of recognition (both amongst themselves, and publicly) of their "special" talents. All well and good. Fast Healing of any mark is an especially powerful ability, even in D&D ... in D&D, however, you have Wands of Cure Light Wounds, Clerics, and Potions of Cure X Wounds. In Modern, the best you can really do is a Treat Injury check for a whopping 1d4 hp. This works great, IMHO, and I've liked the flavor of it ... but Fast Healing Guy has become totally and unfailingly broken. His FastHealing 2 means that, after combat rounds have ceased, the next combat sequence of the day finds him at his (huge) full hit points, while everybody else is limping around with 10-15 hp. I'm all for his ability to function as a tank, and it's my fault for making him "TOUGH", but it's becoming a situation where any combat that THREATENS Fast Healing Guy would absolutely slaughter the rest of the crew. I've seen it happen before, so I try to avoid it. ((The "Rob's Paladin Maneuver". Named for when a DM attempted to throw a combat challenging a 34 AC Dwarven Defender at the group and reduced another player's Paladin to -56 hp in one round.)) One other PC has access to "Supernatural" healing: the Mythos Occultist ... unfortunately his "Healing Touch of Asklepios" spell comes with a 2 Wis Damage + 2d6 Subdual Damage price tag, so he only uses it in dire emergencies (something I ALSO like). Honestly, my best-case-scenario would be to hit Fast Healing with the Nerf stick. The player is being a bit immature about the whole thing, though, and is clinging to that Fast Healing with both hands. He'd rather retire the PC than "Ruin The Archetypal Concept Of The Character!" by getting rid of the Fast Healing and making use of his enhanced Second Wind ability (which nets him, on average, 9hp). The problem with that is his only other character idea, frankly, sucks. So I'm falling back and trying to think of some more solutions to the problem other than "Your PC gets nerfed" or pulling a Rob's Paladin Maneuver. I don't really want to make the player with the healing spell feel USELESS, so I want to offer up superscience healing potions or anything like that. I'm contemplating upping his healing power or lowering the cost to help out. Any other ideas? Or is the nerf stick really our only choice? --fje [/QUOTE]
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