Healing and skills

Golan2072

Cosmic Mongoose
Pp.78-9 list the healing and medicine rules and talks about Medic checks and their Effect, but gives no target numbers or other check details. You can find the First Aid and Medical Care tasks on p.67 but not the Surgery task... I think that the healing rules should include the details of all relevamt tasks.
 
Golan2072 said:
Pp.78-9 list the healing and medicine rules and talks about Medic checks and their Effect, but gives no target numbers or other check details. You can find the First Aid and Medical Care tasks on p.67 but not the Surgery task... I think that the healing rules should include the details of all relevamt tasks.
Did you or your players first come up with all the details involving someone's wound(s) and their exact need for surgery yet?
 
Golan2072 said:
Pp.78-9 list the healing and medicine rules and talks about Medic checks and their Effect, but gives no target numbers or other check details. You can find the First Aid and Medical Care tasks on p.67 but not the Surgery task... I think that the healing rules should include the details of all relevant tasks.

I agree, either the Medic skill or the healing and medicine rules should give a full task description (Average 1d6 Minutes, or whatever).

I'd also, from a game perspective, like the rules to include guidance about how many "uses" a healing kit has, and what the "Recharge" cost is. (Similar to ammo in guns.)
 
AND those numbers should change (go up) with TL, so that a higher TL kit has more 'doses', but costs more to refill. That is one issue with the Med Kits, they don't really change with TL as described.
 
Running some numbers in the latest rules, and it seems that unless you have Medic-2 or better, you can't heal someone whose END has dropped to zero. Which is going to be the usual case, given how damage works. (Unless you get lucky with first aid, of course.)

They're better off natural healing until they can get at least 1 point back.

Might I suggest instead that either Medical Care becomes "3 + END DM + Medical Skill"?

Rationale: The natural "1D + END" healing rate allows you "crash" (as it should) if you're unlucky. Medical Care should be more predictable than that. '3' is an average D6 roll, and raising the constant from '2' to '3' means that not only can a Medic-0 keep a patient stable until a better doctor can be found, but an experienced Medic (Skill 1+) can actually help you recover.

Likewise, if Slow Drug is meant to be 30 days of Medical Care all at once, then a Medic-0 would be ill-advised to use it on an END-0 character, and an unskilled character would certainly kill the patient. (Again, as it should be.)

I suppose the question comes down to this: Is Medic-1 the entry level to being a proper medic, or is it Medic-2? I think we can all agree that Medic-0 shouldn't be good enough for much beyond first aid and emergency measures - useful to a party in trouble, but not really a proper healthcare professional.

And I presume (based off of the healing rate and maximum damage you can sustain on 2 characteristics) Slow Drug is meant to be a "heal up completely in one day" drug when administered by a competent medic, right?
 
Rikki Tikki Traveller said:
AND those numbers should change (go up) with TL, so that a higher TL kit has more 'doses', but costs more to refill. That is one issue with the Med Kits, they don't really change with TL as described.
Or they increase in effectiveness for the same cost and doses.
 
hdan said:
Running some numbers in the latest rules, and it seems that unless you have Medic-2 or better, you can't heal someone whose END has dropped to zero. Which is going to be the usual case, given how...
Agree with all of that post. Esp 3+END+Medical.
 
I noticed in the latest draft Pg. 78, "Medical Care" line 5, it's still "2 + END + Medic"

Any chance of getting that changed to "3 + END + Medic", for the rationale I gave above?
 
Something from 1st: First Aid/Surgery/etc probably ought to restore 1 + Effect rather than Effect. Otherwise you can have successful checks that don't actually do anything.
 
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