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<blockquote data-quote="Nyeshet" data-source="post: 2740688" data-attributes="member: 18363"><p>The 'cure 2d6 hp at will' ability sounds like a weaker and uncertain variant of Fast healing. They gain fast healing, but each round they have to use a standard action to make use of it - losing their other actions that round. So unless they are able to 'take a breather' during combat for several rounds it is not all that broken, especially since its FH power is random (albeit, more often than not akin to FH 7). It is a very very strong ability, granted, but it is not necessarily a broken one. Fast Healing 2 or 3 would be more powerful, actually, as it would allow normal actions each round. </p><p></p><p>Its cost needs to be increased, granted, or its healing per use needs to be trimmed, but otherwise curing oneself as an at will ability is not that bad. Healing oneself 1 or 2 hp at will as a standard action is mostly useful in recovering between encounters than during them (except when stabilizing, of course). Perhaps curing oneself 1d2 hp at will as a standard action would be worth 4 AP. Its been a while since I looked at the system, I admit, so I might easily be off on this.</p></blockquote><p></p>
[QUOTE="Nyeshet, post: 2740688, member: 18363"] The 'cure 2d6 hp at will' ability sounds like a weaker and uncertain variant of Fast healing. They gain fast healing, but each round they have to use a standard action to make use of it - losing their other actions that round. So unless they are able to 'take a breather' during combat for several rounds it is not all that broken, especially since its FH power is random (albeit, more often than not akin to FH 7). It is a very very strong ability, granted, but it is not necessarily a broken one. Fast Healing 2 or 3 would be more powerful, actually, as it would allow normal actions each round. Its cost needs to be increased, granted, or its healing per use needs to be trimmed, but otherwise curing oneself as an at will ability is not that bad. Healing oneself 1 or 2 hp at will as a standard action is mostly useful in recovering between encounters than during them (except when stabilizing, of course). Perhaps curing oneself 1d2 hp at will as a standard action would be worth 4 AP. Its been a while since I looked at the system, I admit, so I might easily be off on this. [/QUOTE]
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