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Re: [ORE] Healing really is very cheap, isn't it?

Add a mandatory Willpower cost as a "rule" of the campaign world. 


On Wed, Jul 17, 2013 at 2:53 PM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
Playing Progenitor, and one of the character's lowest points power is by far having the most campaign impact - a pretty weak healing power. But I guess the thing is, anyone out there can pick up a gun and do width in SK damage...but doing width in HEALING is really miraculous.

Hell, let's get crazy and spent 100 points on healing-related madness:

Miracle Healer 2hd (88 Points)
Useful (Heals Wounds): Engulf +2, Radius +10, Touch Only -2.
Useful (Heals Diseases and Toxins): Radius +10, Touch Only -2.
Healing burst that heals diseases and toxins, and 2 damage from every hit location, in an 160 yard radius.

Sick-seeking Teleport 2hd (12 Points)
Useful (Teleport Self): Booster +6, Self Only -2, If/Then (Destinations must be near sick or injured people) -1, Slow -2.

If this guy decides to spend, say, the equivalent of a full-time job teleporting around doing his burst healing, he should probably be able to cover maybe 15 hospitals a day. More than that if the hospitals make contingencies to facilitate infrastructure to help him out. And he'd probably be able to keep the entire population of the USA injury and illness free, at least for any injuries and illnesses that can wait a few weeks to be treated (he still won't be able to save every trauma case that comes in, of course. But cancer is probably no longer a worry).

Anyway, it is hardly a surprise you can build a world-altering power with 100 points in Wild Talents, so I'm not trying to shock anyone here. It is just I never realized just how cheap amazing healing could be until I saw a character's 12 point power easily be the biggest force in a campaign where folks were handed 400 points to build powers with.

And, given the cost : benefit ratio, if I'm going to minmax at all and I can fit in my theme, I'd never ever build any kind of combat character without 2hd in Regeneration.

Does anyone do anything to make Healing somewhat more expensive? I could easily justify it requiring the Mass Capacity, or Permanent Extra, for instance. 

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