Talk:Biological Regeneration (3.5e Power)

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Rational[edit]

The reason this was split up. At low level adding 1d6 HP healing per extra power point is quaint and far weaker than divine healing. However, with things like overchannel and empower power, or wild surge (with wildknives) the ability to augment these powers can become super powerful. Thus split up into four separate powers. This allows higher level healing which is still well below magical counterparts.--Franken Kesey 18:08, 30 June 2019 (MDT)

If this was split up and augmentation was 1d6 per extra power point. A 20th level player who had empower power and over channel feats, could invest 23 power points. This would give them the ability to heal 2d6(base)+18d6(augments)+10d6(empower feat) or 105 HP. For comparison the highest cure spell heals 38 HP. The argument to put them back together is untenable, especially due to the mandate that psionics is suppose to be weaker than magic at healing. Thus they will remain separate. --Franken Kesey 19:00, 30 June 2019 (MDT)
There are many different ways to fix math: in this case your split is an equivalent but much more annoying version of letting people augment their healing power by 1d6 healing per 2 additional power points. --Foxwarrior (talk) 19:20, 30 June 2019 (MDT)
Originally had it capped at 6d6 HP, but no other power caps max extra power points (beyond level cap). This was the only way to keep the healing from getting ridiculous. Psionics does have dimension slide and dimension door as separate powers (even though it could be simplified to an augment), so to are psionic teleport and greater teleport different powers.
With regards to undead, technically some cells live well past brain death in humans. Not years, but weeks to months later (depending on the cell and how well the body was preserved). Further, the rot and decomposition of a body generally occurs due to natural bacteria living off the corpses dying and dead tissue. The bacteria is still alive. Thus not all corpses are fully dead immediately after. This is not suggesting thousands of year old mummies are any where near alive (every cell has been dead for millennia). But you start playing with that mummy and bring it to a party (which historically happened), dip it into some water and dissect it with non-sterile hands and your pathogens will start growing on the mummy. Eventually destroying it, but for a time the mummy will be partially alive (at least at a microscopic level).--Franken Kesey 19:33, 30 June 2019 (MDT)
So if bacteria on a mummy mean that the mummy has "normal cellular biology", why not moss on a construct or earth elemental? --Foxwarrior (talk) 19:02, 1 July 2019 (MDT)
The construct and elemental were never alive. The mummy once was. Though should probably add that plants do not have normal cellular biology (at least not animal cells), thus should also be excluded from this.--Franken Kesey 19:05, 1 July 2019 (MDT)
Bacteria don't have animal cells either --Foxwarrior (talk) 19:19, 1 July 2019 (MDT)
Chiming in real quick, but here is a good place for some gamism. It's easier to define things as "organic" or not by common parlance, so meat and plant is in, stone and metal is not, and you have the odd crossover from types like a flesh golem (meat) or some kind of living metal aberration or something. Skeletons, well, YMMV but I generally rule no since it's cells + calcium, and the cell bit isn't really relevant to the structural bit. -- Eiji-kun (talk) 19:22, 1 July 2019 (MDT)

→Reverted indentation to one colon

Eiji, may you never run out of good ideas and rule supreme! Like the organic take.

@Fox, changed answer to Eiji's. Zombies and flesh golems it heals, but not ghosts and non-organic. Will fix the wording on page shortly.--Franken Kesey 19:29, 1 July 2019 (MDT)

Psionic Healing Guidelines[edit]

On page 57 of EPH they talk about the powers and disciplines more in depth, and under Psychometabolism it says:

Note on Psychometabolism powers
"Psychometabolism powers change the physical properties of some creature, thing, or condition. Representative powers include empathic transfer, fuse flesh and shadow body. For the purpose of transparency, psychometabolism powers are equivalent to powers of the transmutation school (thus creatures immune to transmutation spells are also immune to psychometabolism powers).

Healing: Psychometabolism powers of the healing subdiscipline can remove damage from creatures. However, psionic healing usually falls short of divine magical healing, in direct comparison. For instance, the empathic transfer power removes damage from the recipient and assigns it to the manifester, after which the manifester can use body adjustment to heal himself."

Ratings[edit]

RatedLike.png The-Marksman likes this article and rated it 3 of 4.
I still dont care for the idea of healing in psionics. I dont really agree with it on a fundamental level. But, if someone else wants it in their game that's their call. EPH says that psychometabolism powers "can heal creatures" plural, not just the manifester. This ability is vastly improved from its original version and the augments now scale appropriately to the cure spells that clerics get, but the dice are less d6 instead of d8 which ensures that divine healing stays better as EPH says it should.
RatedNeutral.png Foxwarrior is neutral on this article and rated it 2 of 4.
I'm iffy about letting any kind of psion get a hold of proper healing.

Also, Skeletons have "normal cellular biology"?

RatedOppose.png Surgo opposes this article and rated it 0 of 4.
Hell no, now we're just getting even more schtick spreading. I completely disagree with giving psionic classes proper healing.
RatedOppose.png Geodude671 opposes this article and rated it 0 of 4.
I view the splitting up of your biological reconstruction power as a thinly-veiled attempt to remove that other power's negative ratings and hoping no one would notice. Per the ratings on both this power and the original biological reconstruction power, I am giving this an oppose.
RatedOppose.png Ghostwheel opposes this article and rated it 0 of 4.
No, no, no, no, no, no, no. Don't split up psionic powers into a myriad of skills. Psionic characters have fewer powers known that arcane or divine casters, and the latter (specifically good clerics) can cast these kinds of spells spontaneously. This goes strictly against theming. And having a spell that both cures and deals with status effects? Just no. Stop putting out material that isn't thought out and does not fit the system you're trying to force it into.

@Ghost, The person with the best solution will be a part of any change. Do not be surprised when your ideas are never used. If you sincerely want a change, think up better ideas.--Franken Kesey 20:17, 30 June 2019 (MDT)

@Ghost, this power does have augments. Your entire negative review only only mentions that you dislike powers without augments -- thus is void on this power.--Franken Kesey 09:56, 1 July 2019 (MDT)
That's nice. Revert it once more and bear the consequences. --Ghostwheel (talk) 09:58, 1 July 2019 (MDT)

Salvage[edit]

I've begun the salvage operation. And honestly, I am in agreement with others when it comes to psionics and healing and how this one does its thing. It's gotten better than how it was, and I am glad the suggestions for working on organics were taken, but as far as adopting it...

Well, there are already examples of psionic healing out there that I feel were better. I admit in bias that some are mine. I'll leave it to others to salvage or not. -- Eiji-kun (talk) 03:17, 10 July 2019 (MDT)

LikedThe-Marksman +
NeutralFoxwarrior +
OpposedSurgo +, Geodude671 + and Ghostwheel +