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*TTRPGs General
Fast Healing in Modern Games
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<blockquote data-quote="Arkhandus" data-source="post: 1788372" data-attributes="member: 13966"><p>I wouldn't take away the Fast Healing and make him use that crappy 9HP Second Wind (which costs action points anyway, right?), that'd just be mean (and unfair if he already spent 'points' or whatever on getting fast healing). Slow the rate that Fast Healing works, so it only heals him of 2 HP per minute, per 10 minutes, or per hour. At 2 HP per hour, he'd heal 48 HP per day, for instance. This would make the other character's healing spell useful in the heat of battle, but allow the tough character to heal on his own within a day or a few days.</p><p> </p><p>That or make his crappy Improved Second Wind actually do something worthwhile, like healing 1d4 (or 1d6) HP per point of Constitution bonus he has (I'm assuming his 'improved' SW still heals based on Con bonus, right?). This could help him survive in the heat of battle, but at the expense of using up his finite supply of action points. I'd advise against this though generally, since it doesn't really represent any sort of automatic self-healing power, but more like healing himself through force of will and such.</p><p> </p><p>Either way, if you nerf his Fast Healing or take it away, at least have it stabilize him automatically when he goes to negative HP, and have it heal him of 1 HP per round when at negative HP. Or something.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 1788372, member: 13966"] I wouldn't take away the Fast Healing and make him use that crappy 9HP Second Wind (which costs action points anyway, right?), that'd just be mean (and unfair if he already spent 'points' or whatever on getting fast healing). Slow the rate that Fast Healing works, so it only heals him of 2 HP per minute, per 10 minutes, or per hour. At 2 HP per hour, he'd heal 48 HP per day, for instance. This would make the other character's healing spell useful in the heat of battle, but allow the tough character to heal on his own within a day or a few days. That or make his crappy Improved Second Wind actually do something worthwhile, like healing 1d4 (or 1d6) HP per point of Constitution bonus he has (I'm assuming his 'improved' SW still heals based on Con bonus, right?). This could help him survive in the heat of battle, but at the expense of using up his finite supply of action points. I'd advise against this though generally, since it doesn't really represent any sort of automatic self-healing power, but more like healing himself through force of will and such. Either way, if you nerf his Fast Healing or take it away, at least have it stabilize him automatically when he goes to negative HP, and have it heal him of 1 HP per round when at negative HP. Or something. [/QUOTE]
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