Difference between revisions of "Talk:Biological Regeneration (3.5e Power)"

From Dungeons and Dragons Wiki
Jump to: navigation, search
(Mine certainly does apply. Don't revert ratings just because you don't like them.)
Line 61: Line 61:
 
Also, Skeletons have "normal cellular biology"?
 
Also, Skeletons have "normal cellular biology"?
 
}}
 
}}
{{Rating |rater=Surgo|block=NewVersion
+
{{Rating |rater=Surgo
 
|rating=oppose
 
|rating=oppose
 
|reason=Hell no, now we're just getting even more schtick spreading. And multiple powers for doing the same thing? That's what augmentation is for.
 
|reason=Hell no, now we're just getting even more schtick spreading. And multiple powers for doing the same thing? That's what augmentation is for.

Revision as of 16:15, 1 July 2019

Rational

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)

Psionic Healing Guidelines

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."

Magic vs. Psionic Healing Comparison

Level Name Dice Healing1
10th 20th Max Max Slot/PP
Magic Healing
2 Cure Moderate 2d8+1/spell casting level(max +10) 19 19 34 7
3 Cure Serious 3d8+1/spell casting level(max +15) 23.5 28.5 47 8
4 Cure Critical 4d8+1/spell casting level(max +20) 28 38 68 9
6 Heal 10/spell casting level(max 150) 100 150 150 6
Psionic Healing
2 Body Adjustment2 1d12 +1d12/2 extra power points 26 58.5 108 19
2 Body Adjustment3 1d12 +1d12/2 extra power points 32.5 71.5 144 25
2 Biological Reconstruction 2d6 +1d6/3 extra power points 14 24.5 42 18
  1. Average at 10th and 20th levels without feats. Max is at 20th level with empower and maximize feats. Max spell slot or PP cost.
  2. For a Psychic Warrior, Psion is less.
  3. For Wilder with wild surge.


Ratings

RatedLike.png The-Marksman likes this article and rated it 3 of 4.
Now that it is only egoist for SRD classes, down to d6 healing so that it doesn't equal magical equivalents, and cant be augmented, this is much better.
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. And multiple powers for doing the same thing? That's what augmentation is for.
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)
LikedThe-Marksman +
NeutralFoxwarrior +
OpposedGeodude671 +, Surgo + and Ghostwheel +