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Longtooth Shifter Regen


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–Bill Clinton, during his 1998 grand jury testimony

;)

I believe the word in debate there was "it", not "is".

As for the OP, semantics aside, I think it's clearly intended to work much like a stance does. There are two effects from this power, one of which *only* functions while you are bloodied. If you aren't bloodied, it is suppressed until you are bloodied again.

The power says:

Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.
The ending condition for the effect is "until the end of the encounter". The regeneration is an additional effect that only occurs while you aren't bloodied.

For the person that pointed out that now that "dying" has been clarified as also being "bloodied", don't forget that the rules also explicitly state that regeneration effects do not function if you are at 0 or lower hit points.

For the programming guy... I offer the following:

Code:
while(!END_OF_ENCOUNTER)
{

   // ... other stuff

   Damage = Damage + 2;
   if(HitPoints >= 0 && HitPoints <= (HitPoints/2) {
      Regenerate(2);

   // ... other stuff

}
B-)
 


I am in the "you regenerate at any time you are bloodied" camp.

Compare to the Melora's Tide feat:

[quote="PH1 p 199]Channel Divinity: Melora’s Tide Feat Power
Melora sends a tide of healing energy to aid you or a bloodied friend.
Encounter ✦ Divine, Healing
Minor Action Ranged 5
Target: You or one ally; bloodied target only
Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied.
If you are 11th level or higher, this power grants regeneration 4 instead. If you are 21st level or higher, this power grants regeneration 6 instead.
Special: You must take the Melora’s Tide feat to use this power.[/quote]

Here we see the "is no longer bloodied" wording used.
 


Arg! Somehow it posted prematurely!

Code:
while(!END_OF_ENCOUNTER)
{

   // ... other stuff

   Damage = Damage + 2;
   if(HitPoints >= 0 && HitPoints <= (HitPoints/2) {
      Regenerate(2);

   // ... other stuff

}
B-)

I'm going to get all OO up your code and suggest this instead:

Code:
while(!END_OF_ENCOUNTER)
{

   // ... other stuff

   Damage = Damage + 2;
   if(HitPoints <= (HitPoints/2) 
   {
      Regenerate(2);
   }
   // ... other stuff
}

void Regenerate(int amount)
{
    if (HitPoints > 0) 
   {
        HitPoints = min(HitPoints + amount, MaxHitPoints);
   }
}
There, I think that's better. P.S. -- sorry, it's a compulsion.
 
Last edited:

I believe that the good people here have proven my case:

Compendium(Boundless Endurance) said:
Daily Healing, Martial, Stance
Minor Action Personal
Effect: You gain regeneration 2 + your Constitution modifier when you are bloodied.
Turns on and off until you end the stance.

Compendium(Melora's Tide - feat) said:
Encounter Divine, Healing
Minor Action Ranged 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: You or one ally; bloodied target only
Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied.
Stops when either condition is met (OR). Stops if the player is no longer bloodied OR if the encounter ends even if the player is still bloodied.

Compendium(Longtooth Shifting) said:
Encounter Healing
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.

According to most here....turns on and off just like the DAILY power stance as needed, is an encounter power AND just for fun gives a +2 bonus to damage making it strictly superior to Melora's Tide in every way.
 

According to most here....turns on and off just like the DAILY power stance as needed, is an encounter power AND just for fun gives a +2 bonus to damage making it strictly superior to Melora's Tide in every way.

Absolutely incorrect. (1) Melora's tide is a FEAT, not a racial power. Huge. Frackin'. Difference. (2) Melora's tide is RANGED, while this is PERSONAL. Another huge. Frackin'. Difference.

And nothing about that proved your case. I'd say the opposite. For Melora's Tide they wrote it very clearly that, if your case is true, would be written similar for the shifter. However, it's not so you have no basis for your position (on your quotes).
 

Arg! Somehow it posted prematurely!

I'm going to get all OO up your code and suggest this instead:

Code:
while(!END_OF_ENCOUNTER)
{

   // ... other stuff

   Damage = Damage + 2;
   if(HitPoints <= (HitPoints/2) 
   {
      Regenerate(2);
   }
   // ... other stuff
}

void Regenerate(int amount)
{
    if (HitPoints > 0) 
   {
        HitPoints = min(HitPoints + amount, MaxHitPoints);
   }
}
There, I think that's better. P.S. -- sorry, it's a compulsion.

Infidel! Kill! Kill!

Actually, that isn't OO ;-)
 

Infidel! Kill! Kill!

Actually, that isn't OO ;-)


It's OO-ish, addressing the same sorts of issues of coupling that good OO does. Specifically, moving the rule about Regenerate not working when HitPoints < 0 into the Regenerate function and away from the "is bloodied" logic. Making it more truly OO would require a language that actually supports OO, i.e. not C. I could have introduced Objective-C syntax, but then almost no one would have known what I was talking about.
 

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