Absol197
2015-01-16, 03:05 PM
Hey there!
I've been mulling over regeneration as a special ability; as written, it's basically a worse version of fast healing. If you have the correct weapon type, you can prevent the healing, and non-lethal damage is pretty much the same thing as lethal when it comes to actually fighting in combat. But the other problem is that is you don't happen to have that creature's specific weakness with you, then you can't really trully beat the creature, even if it's of a much lower CR.
But regeneration should be better than fast healing, right? And you should be able to have a chance to kill something without needing to carry around 50 different specific banes, right? So here's what I came up with:
Creatures with regeneration have a Regeneration factor (listed either in the statblock next to regeneration, or in the actual regen description). This factor is 10 + the creature's regeneration amount. Any attack that deals less than the regeneration factor (after DR, resistance, and such) does nothing to the creature. It's regenerated before the creature even feels it. An attack that does damage equal to or greater than the regen factor deals normal damage (it's not reduced, like with DR), but it's non-lethal damage healed at the normal rate. Any attack that deals damage equal to 2x the regeneration factor deals normal damage (lethal, not non-lethal). Obviously, if the attack is made with something that overcomes the target's regen, then none of that applies.
The creature's regeneration factor is modified by it's size. For every size category larger than Medium, it gains a +5 to it's regen factor. For every size category smaller, it takes a -2.
So your average troll would simply ignore any attack that deals less than 20 damage, but if someone can deal 40 damage to it at once, then they can actually hurt it normally, and have a chance to kill it without needing to have it's specific weakness on hand all the time.
What do you think? Questions and commets are welcome!
I've been mulling over regeneration as a special ability; as written, it's basically a worse version of fast healing. If you have the correct weapon type, you can prevent the healing, and non-lethal damage is pretty much the same thing as lethal when it comes to actually fighting in combat. But the other problem is that is you don't happen to have that creature's specific weakness with you, then you can't really trully beat the creature, even if it's of a much lower CR.
But regeneration should be better than fast healing, right? And you should be able to have a chance to kill something without needing to carry around 50 different specific banes, right? So here's what I came up with:
Creatures with regeneration have a Regeneration factor (listed either in the statblock next to regeneration, or in the actual regen description). This factor is 10 + the creature's regeneration amount. Any attack that deals less than the regeneration factor (after DR, resistance, and such) does nothing to the creature. It's regenerated before the creature even feels it. An attack that does damage equal to or greater than the regen factor deals normal damage (it's not reduced, like with DR), but it's non-lethal damage healed at the normal rate. Any attack that deals damage equal to 2x the regeneration factor deals normal damage (lethal, not non-lethal). Obviously, if the attack is made with something that overcomes the target's regen, then none of that applies.
The creature's regeneration factor is modified by it's size. For every size category larger than Medium, it gains a +5 to it's regen factor. For every size category smaller, it takes a -2.
So your average troll would simply ignore any attack that deals less than 20 damage, but if someone can deal 40 damage to it at once, then they can actually hurt it normally, and have a chance to kill it without needing to have it's specific weakness on hand all the time.
What do you think? Questions and commets are welcome!