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Fourthifying healing in SWSE
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<blockquote data-quote="DerekSTheRed" data-source="post: 4964944" data-attributes="member: 55770"><p>Making the CT persistent until a Treat Injury is an interesting idea. IMC there is a noble who pilots, heals, uses Trust to give other PCs a standard action, and is the face. I also have a CT sniper. I can see how this house rule would make the noble more useful in combat which is good, but might make the CT sniper more powerful which is bad. Having said that, NPCs that have to recover are dead men walking anyway so maybe it's not that powerful after all.</p><p></p><p>EDIT: I've thought about this a bit more and I have some thoughts. I don't like grouping all CT penalties in the persistent category. I'd like to be able to differentiate between CT penalties from hypothermia, exhaustion, starvation etc. which would transfer from encounter to encounter and possibly from day to day. I could simply subtract surges from the PCs in these situations, but I think CT penalties make more sense.</p><p></p><p>A better way to do it would be to remove the recover action entirely and make the only way to go up the CT is to use a surge/second wind (excepting other special cases like equilibrium). This would be a limited way in which PCs and NPCs can recover especially in combat but at a cost of a daily resource.</p></blockquote><p></p>
[QUOTE="DerekSTheRed, post: 4964944, member: 55770"] Making the CT persistent until a Treat Injury is an interesting idea. IMC there is a noble who pilots, heals, uses Trust to give other PCs a standard action, and is the face. I also have a CT sniper. I can see how this house rule would make the noble more useful in combat which is good, but might make the CT sniper more powerful which is bad. Having said that, NPCs that have to recover are dead men walking anyway so maybe it's not that powerful after all. EDIT: I've thought about this a bit more and I have some thoughts. I don't like grouping all CT penalties in the persistent category. I'd like to be able to differentiate between CT penalties from hypothermia, exhaustion, starvation etc. which would transfer from encounter to encounter and possibly from day to day. I could simply subtract surges from the PCs in these situations, but I think CT penalties make more sense. A better way to do it would be to remove the recover action entirely and make the only way to go up the CT is to use a surge/second wind (excepting other special cases like equilibrium). This would be a limited way in which PCs and NPCs can recover especially in combat but at a cost of a daily resource. [/QUOTE]
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