First Aid, Medical Care, and Augmentations

JaySimpson

Mongoose
Hi. I have a few questions for "Mongoose Matt" pertaining to medical treatment in Traveller (MgT 2e 2022 Update). I am new to the forum - hopefully this is a good spot to find Mongoose Matt.

First, my interpretation of the rules is that “Medical Treatment” is an umbrella term that encompasses “First Aid”, “Surgery”, and “Medical Care”. First Aid, Surgery, and Medical Care are distinct from one another. Found on pp. 82-83 (of the Core Rulebook) are the following paragraphs: (my emphasis)

MEDICAL TREATMENT

First Aid
: Applying first aid restores a number of characteristic points equal to the Effect of a Medic check (EDU), for a minimum of one point. Points restored by first aid are divided as desired among all damaged physical characteristics. First aid requires at least basic medical equipment (such as a medikit), must be initiated within one minute of the injury and can only be successfully applied once.

Surgery: A Traveller who still has three damaged characteristics after first aid has been applied requires surgery. Surgery restores characteristic points just like first aid, but if the check is failed the patient loses more characteristic points equal to 3+ the Effect of the Medic check (EDU). Surgery requires a hospital or sickbay. Once the characteristic is back to its maximum level the patient can benefit from medical care.

Medical Care: A Traveller who has only one or two damaged characteristics after first aid has been applied, or who has had one of their three physical characteristics restored to normal through surgery can benefit from medical care. Medical care restores 3+ the Traveller’s END DM + the doctor’s Medic skill in characteristic points per day, divided evenly among all damaged characteristics. Medical care requires a hospital or sickbay and for the Traveller to undergo full bed rest.

Augmentation and Medical Care: Cybernetic or genetic augments can interfere with medical treatment. All medical care or surgery Medic checks treating a Traveller suffer a negative DM equal to the difference in Tech Level between the medical facility and the highest relevant implant. For example, a Traveller with TL 13 Enhanced Vision being treated in a TL 10 hospital would inflict DM-3 to the surgeon’s Medic checks.

Q.1 Does a Medic check to apply First Aid with a negative Effect inflict additional damage, or does it restore the minimum of 1 characteristic point?

Q.2 Do augments inflict a similar negative DM to First Aid checks as they do to Surgery and Medical Care?

My answer to Q. 1 would be that a First Aid check with a negative effect restores 1 characteristic point. My answer to Q.2 would be that augments do not affect the application of first aid.

My reasoning is as follows:

- First Aid is distinct from Surgery and Medical Care. The definition of First Aid speaks only of restoring points. If the rules intended a negative Effect First Aid check also to inflict additional damage, they would have said so, as they do for the definition of Surgery.

- First Aid specifically states there is a minimum result of 1 point restored. This overrides the normal application of the Effect rules (Effect Results table, p. 61, which, in my view, would still require an Effect of -6 or less before additional damage would be inflicted, but for the stated minimum result).

- The header for the paragraph re augments is “Augmentation and Medical Care” (not “Treatment”). The paragraph specifically refers only to “medical care” and “surgery” Medic checks as being affected by augments; “first aid” is not included.

- The negative DM for augments is based on the difference between the “medical facility” and the highest relevant implant. First aid can be (and usually is) applied outside a medical facility. The game mechanic to implement the modifier explicitly excludes the conditions under which first aid is normally performed.

One counterargument is that the paragraph on augments does say “… can interfere with medical treatment”. In my view, this word has been used to refer to both surgery and medical care only. A more accurate statement would have been “… can interfere with some medical treatment”. One could argue this applies to “all” medical treatment, but there is nothing in the remainder of the paragraph to support that.

Another counterargument may be that the statement "First aid ... can only be successfully applied once" implies that it can be unsuccessfully applied (e.g. to a negative Effect). In my view, this is poor wording of the rules. If the minimum effect is 1 point restored, then every first aid attempt will be successful, just to a greater or lesser degree. A statement such as "First aid ... can only be applied once per patient" or "First Aid ... can only be applied once per patient per instance of injury" would have been less confusing.

Another argument may be that the DM applies to medical care, even though there is no dice roll/check for medical care. Therefore it must apply to first aid anyway. Although the definition of Dice Modifier (DM) on p.6 specifically says “to be applied to a dice roll”, in this case I think it is clear the rules intend the modifier as a -3 penalty to be added to the formula for medical care. Linking this in any way to first aid is a large leap in logic.

Finally, Q. 3 is “Do you need a medikit equal in TL to the TL of a patient’s implant in order to apply first aid without a penalty due to the implant?”

My answer is “no”. Augments do not affect first aid. Therefore augments are immaterial with respect to the type of first aid kit used. Using a TL 5 first aid kit (DM -1) on a patient with a TL 12 augmentation still provides a DM -1 to the first aid Medic check, and using a TL 10 medikit (DM +1) still provides a DM +1 to the check (even though it is a lower TL kit than the patient’s augment).

My ultimate question to you is “am I correct?”

Thanks.
 
1. A failed First Aid check does nothing, beyond wasting time. If less than a minute has elapsed, another First Aid check is allowed.
Once a roll succeeds, you cannot use first aid again (unless you have another injury - and then you are limited to the amount of recent damage). Certain medical gear in the Central Supply Catalogue, p88 like Adhesive bandages reduces the time required for a first aid check, which could help with staying under a minute.

2. The Augment section specifically calls out surgery and medical care for the DM-3 due to insufficient TL. First Aid is unaffected by augments/implants.

3. See 2.
 
My answer to Q. 1 would be that a First Aid check with a negative effect restores 1 characteristic point. My answer to Q.2 would be that augments do not affect the application of first aid.
Yes and I kind want a justification for it. My own reason that I provide is that Medical Care and Surgery tend to treat the whole person maybe to provide life support or general anesthetic. First Aid tends to be more symptomatic and only treats the local cut/burn/concussion on a more superficial level.
 
I don't worry too much about what the actual RAW is, because for me, it is only important whether it makes my game better or worse.

IMTU, if you've got Medic 0 or better, you won't cause damage with a low roll.

Implants CAN interfere with medical treatment - but only if it makes sense. If you've been shot in the foot, having a neural comm isn't going to be a problem. Sometimes this means figuring out hit locations. Usually, it doesn't matter. It can potentially break your implant, requiring it to be removed or repaired by a specialist.
 
In real life, a well meaning idiot an untrained person attempting first aid can very easily make things worse - removing an impaling object, digging around a bullet wound trying to remove the bullet (!), or other stupid shit they saw on television.
Thanks for your response, but it does not answer my question.
 
Yes and I kind want a justification for it. My own reason that I provide is that Medical Care and Surgery tend to treat the whole person maybe to provide life support or general anesthetic. First Aid tends to be more symptomatic and only treats the local cut/burn/concussion on a more superficial level.
I generally don't try to justify rules for a game - they are what they are. You could justify something like this, because it has a real life analogue; you cannot justify superpowers or magic spells or jump drives (although it is nice when the game gives you some insight into their fictional workings). I find trying to justify some things but not others does not get very far, so I just read the rules, try to understand their intent, and then apply them (with some room for fun and game play).
I don't worry too much about what the actual RAW is, because for me, it is only important whether it makes my game better or worse.

IMTU, if you've got Medic 0 or better, you won't cause damage with a low roll.

Implants CAN interfere with medical treatment - but only if it makes sense. If you've been shot in the foot, having a neural comm isn't going to be a problem. Sometimes this means figuring out hit locations. Usually, it doesn't matter. It can potentially break your implant, requiring it to be removed or repaired by a specialist.
Thanks Monster X. Clearly I do care about RAW. I have no problem with GMs who want to change rules, and write down their changes, so they can be applied consistently within the game, but I am not a fan of rules that can be interpreted in multiple ways, and thus do not provide a consistent basis for playing the game.
 
1. A failed First Aid check does nothing, beyond wasting time. If less than a minute has elapsed, another First Aid check is allowed.
Once a roll succeeds, you cannot use first aid again (unless you have another injury - and then you are limited to the amount of recent damage). Certain medical gear in the Central Supply Catalogue, p88 like Adhesive bandages reduces the time required for a first aid check, which could help with staying under a minute.

2. The Augment section specifically calls out surgery and medical care for the DM-3 due to insufficient TL. First Aid is unaffected by augments/implants.

3. See 2.
Thanks Arkathan. Yours is a reasonable approach. A GM who doesn't like the current rule could take what you have written above and use it as a replacement rule. However, I do not believe your approach is what the rule actually says - it ignores "for a minimum of one point."
 
Thanks Arkathan. Yours is a reasonable approach. A GM who doesn't like the current rule could take what you have written above and use it as a replacement rule. However, I do not believe your approach is what the rule actually says - it ignores "for a minimum of one point."
What I wrote is not a house rule.
The one point minimum is on a success. If you roll an 8 (success) the effect is zero - thus the one point minimum. A failed check fails to do anything, but you may be able to try again UNTIL you get a success. Reread the rule.
Were that not the case, then you could repeatedly fail a first aid check, possibly intentionally (by doing multiple tasks in a round and declaring faster than normal actions to stack negative DMs) and apply one point of healing EACH TIME, until either you succeed or one minute elapses.
 
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