Bio-Regeneration

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Crimson Dynamo
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Bio-Regeneration

Unread post by Crimson Dynamo »

Bio-Regeneration (Healing Psionic Power, RUE version): Requires one minute to perform, and you regenerate either 2D6 H.P. or 3D6 S.D.C. per melee round, or four doses of healing (e.g. 8D6 H.P.; 12D6 S.D.C.; 4D6 H.P. and 6D6 S.D.C.; etc.) at the end of that minute. Costs 6 I.S.P.

Bio-Regeneration (Super Psionic Power, RUE version): Requires one minute, and you regenerate 4D6 H.P. and 4D6 S.D.C. at the end of that minute. Costs 20 I.S.P.

So, am I right in that the lesser power heals more (especially if measured by points-per-I.S.P.), and the only advantage the super version of the power has is that you have no limit on how much healing you do over multiple uses?

If I am reading it right, that seems... odd, given that the latter is a Super Psionic Power that not everyone can gain access to, and which costs more than triple the I.S.P. to use for a fraction of the healing. Sure, being able to heal to full without a penalty is nice, but if you're using either of these powers you're not in a combat situation anyway, so it's rarely going to be noteworthy. At worst, you either have to wait an extra hour before going out to find a fight, or heal faster than the super power but take a penalty to stats that don't really matter all that much to most Master Psychics anyway.

That said, and if again I am reading it right, I'm thinking about house ruling the super version of the power so that it heals four times as much during that minute (i.e., 4D6 H.P. and S.D.C. per melee round rather than per minute). Anyone see a problem with that?
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Re: Bio-Regeneration

Unread post by Killer Cyborg »

Huh.
I'm not near my books at the moment, so I can't confirm of deny, but it wouldn't surprise me if you're right.
If so, what probably happened was that the Super Psionic was the original version, and later they added (or modified) the Healing Psionic version without considering the weirdness they were creating.
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Blue_Lion
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Re: Bio-Regeneration

Unread post by Blue_Lion »

The differences I see are...
A One can only be used every so much
B period/amount of healing
C one specifies it can not restore missing limbs, and the second does not.
D one specifies it can not remove poison or cure disease one does not.

C and D would could be significant based on how GM treats magic/psi, weather or not one listing and one not listing the restriction matters.

So this could be just bad editing but GM willing the super power could be used to cure sickness, or reattach missing limbs(or even regrow them).
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Re: Bio-Regeneration

Unread post by Mack »

My suspicion (that I have no hard evidence for) is the lesser power's "per melee round" is a mistake, and that it should heal 2D6 HP or 3D6 SDC in total.

That amount of healing feels appropriate for a lesser psionic.
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Re: Bio-Regeneration

Unread post by ShadowLogan »

Mack wrote:My suspicion (that I have no hard evidence for) is the lesser power's "per melee round" is a mistake, and that it should heal 2D6 HP or 3D6 SDC in total.

That amount of healing feels appropriate for a lesser psionic.

That is my read on it to. The mistake goes back to RMB-era description and is in PF2E description, though I will note that RUE adds additional information.

Super Bio-Regen does 4d6HP + 4d6SDC and you can do this every minute

Healing Bio-Regen as written might do 8d6 HP or 12d6 SDC (as suggested by the OP, I'm in favor of the pmr to be a long-standing typo) but it can only do this every other minute PLUS as of RUE (pg164) if it is used to recover more than 1/2 of HP or SDC in this way causes weakness for 3-6hrs that reduces PS/PE/Spd attributes by 30%.

Though one way to read Healing Bio-Regen is that it can only do 1x type of healing at a time (it's all HP or all SDC, no mix/match). Which means you'd have to cast it twice (12 ISP) and take 4x as long for 2 castings (1 minute trance + 1 minute "rest") to cover both SDC and HP loss. That would mean I think that Super's Premium Cost could be justified in terms of Speed (1x casting is 1/4 the time of 2 regulars), dual nature (yes you don't get as much of either but you do get both), and you seem to avoid the "weakness" issue (assuming the "weakness" issue only applies to the Healing Bio-Regen and not to any/all types of Bio-Regen).
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Crimson Dynamo
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Re: Bio-Regeneration

Unread post by Crimson Dynamo »

I kind of like it being measured in melee rounds, so that if the power is interrupted, you still get some benefit out of it. And it makes more sense thematically, too, as one would expect it to be regenerating during the period rather than just an instant mega-heal at the end of it.

So yeah, I think I'm just going to house rule the super version so that it works the same way; 4D6 H.P. and S.D.C. every melee round for its duration, instead of just once at the end. I'll also probably beef up Healing Touch a bit to bring it more inline with the basic Bio-Regeneration (which, honestly, is probably the better argument for why Bio-Regeneration's 'per melee round' note is a typo, seeing as how it takes two minutes and only heals a fraction of the amount).

Regardless, thank you. As usual, I just wanted to make sure I wasn't missing something crucial. I suffer from dyslexia and often miss small details when reading, so I like to make sure when I get really confused about something. And god only knows that happens a lot with Palladium's rules!
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Re: Bio-Regeneration

Unread post by Killer Cyborg »

Crimson Dynamo wrote:I kind of like it being measured in melee rounds, so that if the power is interrupted, you still get some benefit out of it. And it makes more sense thematically, too, as one would expect it to be regenerating during the period rather than just an instant mega-heal at the end of it.


Agreed.
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Re: Bio-Regeneration

Unread post by Nekira Sudacne »

Mack wrote:My suspicion (that I have no hard evidence for) is the lesser power's "per melee round" is a mistake, and that it should heal 2D6 HP or 3D6 SDC in total.

That amount of healing feels appropriate for a lesser psionic.


No, the minor version has flaws left out: using it repeatedly in a short time causes penalties that the super version does not. having your PS, PE and Spd. reduced by 30% for 1d4+2 hours is no joke if your trying to get some healing in a few spare minutes in the middle of a larger ongoing fight or if your under a time limit to get/rescue someone/thing.
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