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Immortals Handbook - Ascension Discussion
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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 4100003" data-attributes="member: 39867"><p>Yes, if the intent was to allow the deity to heal up via this ability in rounds where they are not taking damage, then this use of regeneration does not work. (Fast healing would, however)</p><p></p><p>Regeneration has two main effects:</p><p>1. It converts all* damage taken to Non-Lethal while you have it. (*Except for things that overcome it, typically fire, acid, etc)</p><p>2. It heals Non-lethal damage at X points per round. (I believe on your own turn, although it doesn't specify) So Regeneration 10 would heal 10 points of Non-lethal per round. </p><p></p><p>So, the god of secrets gets hurt in round 1 before his turn. Since he technically had regeneration up to the point where he was hurt, he would have taken the damage as non-lethal. However, since, on his turn, since he was hurt this round, on his turn he does not heal any non-lethal damage. The one benefit the god of secrets DOES have is that he can use healing magic to heal non-lethal at an equal rate. (So, for example If the god of secrets took 100 non-lethal from the first attack an 100 lethal damage from the next, a healing effect that would normally heal 100 hp will take away both 100 lethal damage and 100 non-lethal, leaving the deity in question at full health)</p><p></p><p>I'd like to note that this ability is a bit messy when it comes to initiative; A deity will always possess this quality until he is attacked the first time in a round. Then you would be treating that point as the starting point of 'a round' for determining if the deity took damage. (Unless it further changes via someone else damaging the deity) By itself, this isn't terribly hard to track, but in a combat with lots of attacks going on, it will change often.</p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 4100003, member: 39867"] Yes, if the intent was to allow the deity to heal up via this ability in rounds where they are not taking damage, then this use of regeneration does not work. (Fast healing would, however) Regeneration has two main effects: 1. It converts all* damage taken to Non-Lethal while you have it. (*Except for things that overcome it, typically fire, acid, etc) 2. It heals Non-lethal damage at X points per round. (I believe on your own turn, although it doesn't specify) So Regeneration 10 would heal 10 points of Non-lethal per round. So, the god of secrets gets hurt in round 1 before his turn. Since he technically had regeneration up to the point where he was hurt, he would have taken the damage as non-lethal. However, since, on his turn, since he was hurt this round, on his turn he does not heal any non-lethal damage. The one benefit the god of secrets DOES have is that he can use healing magic to heal non-lethal at an equal rate. (So, for example If the god of secrets took 100 non-lethal from the first attack an 100 lethal damage from the next, a healing effect that would normally heal 100 hp will take away both 100 lethal damage and 100 non-lethal, leaving the deity in question at full health) I'd like to note that this ability is a bit messy when it comes to initiative; A deity will always possess this quality until he is attacked the first time in a round. Then you would be treating that point as the starting point of 'a round' for determining if the deity took damage. (Unless it further changes via someone else damaging the deity) By itself, this isn't terribly hard to track, but in a combat with lots of attacks going on, it will change often. [/QUOTE]
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