IceIX wrote: ZenBrillig wrote: Another question - in most systems that I've seen with this 'temporary HP' mechanism (which admittedly is mainly MMORPGs and tabletops), you can exceed a character's max HP. Will that be the case here? The mechanics are there for abilities to overcharge health, yes. With these particular abilities - Spider-Man, Black Widow, and She-Hulk, no. It wouldn't make sense for a breather from combat to put you at 110% health.
ZenBrillig wrote: Another question - in most systems that I've seen with this 'temporary HP' mechanism (which admittedly is mainly MMORPGs and tabletops), you can exceed a character's max HP. Will that be the case here?
Phantron wrote: Well, making heals into damage absorption would make them strictly better for the duration of the battle. Normally if 9 blue or 12 yellow immediately fell on your lap on the first turn you still won't be firing up Anti-Grav or Web Bandages immediately, but if they work like the way described you'd obviously use it immediately and benefit from that. I don't agree with the notion that abilities shouldn't 'overcharge health' based on its name, but OBW is probably going to be fine. I wouldn't mind seeing Spiderman's heal allow you to go over 100% because he can use some help.
Toxicadam wrote: As I said in a different thread, they wanted to remove healing without actually having to do the work of replacing these abilities with new functionality. This 'true healing' does exactly that. They know it's worthless, but they don't care. There's no ROI in creating new game mechanics for old characters. Which is why so many characters have languished with 2 abilities for so long. That's the sad truth.