A discussion of handling of mechanics for characters who quickly regenerate their wounds resulted in an idea of implementing regeneration by changing the type and/or number of Consequences a regenerating character has: if it has multiple Mild Consequences and no Severe (or even Moderate) ones, this results in the system naturally producing mechanical effects that closely match what happens in the fiction – character genuinely getting wounded, but being at full or near-full health in a few scenes.
This seems like an elegant ways of making the pacing and mechanics follow the fiction. However, it raises one big question: what is a fair exchange rate between Consequences of different severity levels? Or, alternatively, how much is a Consequence of a given severity worth in terms of other ‘currencies’ of the game?
Before you try to frame-challenge: The answer may be academic for a party that all consists of immortals/werewolves/T-1000s/trolls, but is of interest for a more varied party where some PCs would have such traits and others wouldn’t. It’s certainly a concept that comes up from time to time and that I’ve seen discarded for reasons of lack of confidence about the mechanical utility of such benefits.
Prior research and factors to consider:
It seems that the relative utility of a Mild Consequence hovers around a level of a bit less than 1 Refresh (or 1 Stunt), maybe half of one:
- In general, a Mild Consequence is about as good as one Invocation for preventing a Take-Out, but it comes with one free Invocation for an enemy. It is unambiguously worse than Armour:2 (which is often priced at a Stunt), since it’s only used once per Conflict.
- In a campaign with about 5+ scenes and about a couple or more appropriate-type Conflicts per Minor Milestone, it’s plausible to maybe fill and recover a couple of Mild Consequences per Minor Milestone, but that requires lucky timing. (In my experience that never happened even once so far. On the contrary, Conflicts seem rare in games I’ve been in, even in action-oriented games.)
- A Consequence can be of use as a Success at a Cost and some other similar applications, but those seem rare.
However, even taking that in mind, I find it harder to compare the value of Consequence of other severity:
- they act to absorb more Shifts…
- …while still only providing 1 Free Invocation to the enemy;
- but they are significantly slower to recover from, meaning you can only use them rather rarely.
I’ve seen opinions going in both directions about whether Moderate and Severe Consequences are more or less powerful than Mild ones (and used to hold the latter opinion, but by now am no longer confident in it after seeing the main drawback pointed out to me).
Could anyone please help me evaluate their relative values, whether backed up by mathematically well-founded theorycraft, or by sufficient actual-play experience and practical comparisons?