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View Poll Results: Should Regeneration heal a character of a minimum of 1 click of life?
I've always thought it's pretty stupid that a perfectly-working power that adds cost to the point-value of your character could - in effect - do absolutely nothing for you when used. I don't even care if the point-cost of the power is increased. I think Regeneration is a power that really needs some tweaking.
Maybe something like this: Give this character a power action. Roll a 1d6 die. On a result of 1-2, heal the character 1 click. On a result of 3-4, heal the character 2 clicks. On a result of 5-6, heal the character 3 clicks.
So what if you can't get four clicks of life back with it re-worded this way. At least you know it is going to be of SOME value to you when you use it. Unless there is some sort of interference with the power, how many times have you ever seen comic characters with healing abilities not get any better when "healing" is taking place? Never. If it can't be tweaked to make it of some certain value, then make it a free action so it is not a wasted action when it fails to deliver any healing. In it's current form, it just is not comic accurate enough for me.
i always like the idea that regen should be roll one d6 and the result of the roll is how much u should heal. that way it already has a built in minimum
It should be just like support. 1D6 - 2 with a minimum of 1.
'The game used to be built around many fundamental rules. But there are a number of figures that fly in the face of those rules. Their powers are too all encompassing, and too cheap.' -MegaLotusMan
Do you know how insanely difficult that would make certain already-made characters to kill? For the point cost, I say no way. Encourage Wizkids to keep making feats if that's a fix you want, so at least the thing would be appropriately costed.
I agree w/ Daky. It should be made into a free action. Wolverine doesn't put effort into regenerating, it just happens as it does with many, if not most, other character who regenerate. Maybe it should be non-optional as well.
We have House-Ruled the d6-2 min 1 for Unrestricted Events since the Suicide Squad TA was introduced.
I would like to see a re-wording of the Power, allowing it be activated either as a Free Action (heals d6-2 minimum 0) or a Power Action (heals d6-2 minimum 1), limited to 1 use total per Turn.
i always like the idea that regen should be roll one d6 and the result of the roll is how much u should heal. that way it already has a built in minimum
For gameplay and simplicity's sake, I can understand why the power is written the way that it is. The problem comes when a third of the time, an action is wasted and it produces a negative gameplay experience. While using an attack power and missing with the attack produces the exact same result (a wasted action), we just don't see it like that. We feel shorted. We feel like the power is a waste of time, when in actuality it isn't.
We have House-Ruled the d6-2 min 1 for Unrestricted Events since the Suicide Squad TA was introduced.
I would like to see a re-wording of the Power, allowing it be activated either as a Free Action (heals d6-2 minimum 0) or a Power Action (heals d6-2 minimum 1), limited to 1 use total per Turn.
I think this would be the most equitable solution!
Having it function like Support would eliminate some confusion and that frustration from feeling like you wasted an action.
However, to play devil's advocate here, Regen is up on Support in that it can be done regardless of adjacency and doesn't require a successful attack roll!
I'm also fine with it taking an action. If you want to do it as a free action then pay the 12 points for Auto Regen.
Yes. Yes. Please someone post this on the "Dear Wizkids" board thread. YES! A power action near then end of a character's dial should at least result in healing ONE click. Then pushing to do so would at least be a viable option instead of an exercise in futility.
We're all into streamlining game play now? How about just make Regen a support roll? Wouldn't that make sense?
For gameplay and simplicity's sake, I can understand why the power is written the way that it is. The problem comes when a third of the time, an action is wasted and it produces a negative gameplay experience. While using an attack power and missing with the attack produces the exact same result (a wasted action), we just don't see it like that. We feel shorted. We feel like the power is a waste of time, when in actuality it isn't.
An attack roll unfortunately is against a defense though, so its luck and character selection and movement that produces the effect. A missed attack barring double 1's, can be just as much the result of poor tactical planning, such as attacking an energy deflection target with a ranged attack, as it is luck. However with regeneration, the whole purpose of the action is to to sit still (Not counting the feat) and regenerate something, while hoping you are lucky. The tactics I can see is running off maybe, but if your adjacent to an enemy, a break away roll may be your doom, so your best chance is a roll 1d6 and hope you regen.
However, chance is a part of this game, I agree, and yes a missed attack can be just as heart breaking. I think the worst comes from a push to heal because its either that or you die, and instead of healing anything, you push and die. That seems to stray from comic terrirtoy into gameplay. Im not a fan of Gameplay over comics in such instances as this. I love the free action heal, makes perfect sense at 12 cost. However, as stated above, when has a healing factor never worked in comics? If it didn't work, why didn't it work?