Upper_Krust said:
Fast Healing (and indeed Regeneration) are tricky buggers.
You ain't kiddin'!
Upper_Krust said:
At the moment I actually have both (pencilled in) at +0.1/point.
So essentially we are asking is Fast Healing 10 equal to DR 5/-.
Thats pretty tricky.
DR applies to all attacks in a round whereas Fast Healing only applies once. However it is internal rather than external in that it works even after the battle. You have to assume though that most characters will have access to healing magic anyway, though not necessarily DR.
If we extend the ability and ask: Is Fast Healing 50 equal to DR 25/-?
So I am fairly happy with the current +0.1/point rating - of course the ability should probably not fall into the hands of players until epic (or at least high 13+) levels.
It's definately very useful to PCs, I have to admit that now, though the impact upon the game isn't as bad as I thought it would be. I also agree that fast healing probably shouldn't be available except to mid-level and higher characters.
Here's how I came up with my numbers for fast healing, if you're interested. WotC says fast healing up to 3 is +1 LA. So, as you've probably guessed, I just divided 1 by 3 to determine what it would be per point. I'm thinking that my numbers are too high, which is the primary reason why I posted them and asked you about it.
The new numbers I had been kicking around were +0.15/point or +0.2/point. But, like you pointed out, there's a disparity between fast healing inside and outside of combat.
Fast Healing 3 inside of combat is a really poor version of DR, essentially. Thus its impact upon the EL of an encounter is actually rather minimal. However, _outside_ of combat, its a whole different ballgame, and its impact upon the rest of the game world can be tremendous. Its a tough call. For combat, I certainly don't see how fast healing could possibly be worth more than +0.1/point, but outside of combat...I mean, how do you handle something like that? I don't want to increase the ECL/LA of fast healing simply to account for noncombat situations, as that would unfairly boost character's ECL, inaccurately representing their power. I also don't want to ignore its usefulness outside of combat, but nor do I want to keep track of two separate ECLs/LAs (combat/noncombat).
Now, like you said, at high levels, characters generally have good access to healing anyway, and since fast healing can be shared among the party members, there's very little impact there. I suppose the higher level you get, the less you have to worry about it. One of the games I'm running just hit epic, and one of the characters had Fast Healing 1. Aside from her healing between fights, there was absolutely no impact upon combat itself. It didn't make her tougher during a fight. I didn't make her more deadly. It didn't do anything at all. Effectively, she simply had Ultimate Damage Resistance 1. As such, I didn't even bother rating her fast healing higher than what is suggested in v3 of your Doc.
It's weird. I guess the problem I have with my numbers, and WotC's numbers, is that they are only that high to account for noncombat situations.
Upper_Krust said:
Another tricky one.
I actually still have it (again pencilled in) at +0.1/point, yes. But I am not yet 100% sure thats right.
What you have to ask: Is +10 Natural Armour equal to DR 5/-?
I think the answer there is maybe.
So do I, which is why I currently have been thinking of rating it at +0.125/point or +0.15/point. But if I rate it at +0.15/point, that mucks up the rating of Deflection, and deflection is certainly far better than natural armor. I don't think that deflection necessarily warrants an increase either. I think it sits well at about +0.15/point (though I could understand +0.175/point).
Upper_Krust said:
Natural Armour is not something I really advocate boosting if you can avoid it - unless you have a practical reason. I mean its 'natural', y'know.
I agree.
Upper_Krust said:
I think in their case its better to err on the side of caution.
That's my guess as well.
Upper_Krust said:
There is evidence to support +0.1 AND +0.2. I would say that increasing Natural Armour 'unnaturally' is probably +0.2 whereas increasing it 'naturally' is +0.1.
Sounds a little "situational", don't ya' think?
