Walking Dad
First Post
Had to make two posts for readability:

Thanks!Interesting stuff.
A few more pieces of input.
Maybe you're right. My idea was to let Healing to give back as much HP / rank as Strike takes. And then align the cost of Regeneration with it. Makes sense? Regeneration would be 'requires no-action', 'self-only' Healing.Regeneration:
It doesn't do much in-combat healing (in 2e, which is what you're using) until you get to ridiculous ranks (~30 to heal damage each round). 1 hp per round maintains this, and makes it easy to scale the effect to whatever degree you want. And the guy with Regeneration 30 is just as freaking hard to put down as he was before.
Yes, but I want to use this for a modern d20 hack, so I will have to keep the distinction.Which confuses the heck out of people that aren't used to d20. "But it's damage! Why doesn't my damage reduction stop the pain of acid!?" I understand the decision (it makes casters feel cooler and keeps barbarians from completely ignoring fire) but it's danged confusing, especially with Hardness in existence.
I'm not disagreeing, just pointing out that the language isn't spectacular.
So, Impervious Toughness could become the name for a 'more HP' power?Impervious is a +1 per rank extra, added to the Toughness save. When added to a protection, it increases the DR by 1 (3 / rank); when added to a Con bonus, it should provide DR 2, just like protection, since the con score is providing increased survivability already (in the form of hp). That was a trade off players had to make when dealing with PL caps.
For a non-capped game, Impervious by itself is less useful. It may even be fine to drop it entirely.
That was the intentionThat could work too, and be closer to standard for d20 games.
