:(again with no reference to the roleplay side of the equation) The way to avoid a potential net heal effect is have it so that on berserking the beserker heals/gains +X hits to every location. On the end of the berserk rage the beserker looses that many hits from whatever total they have remaining on each location. The only way to get a net heal then is if on hits loss they go into negatives/bleeding. On the other hand this does have the con of it then only being mechanically worth activating if the character would have instead dropped so possibly isn't especially a good plan, indeed in some ways it then might as well be activate this when you are about to get dropped. --Malselene
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