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LonePaladin

Frequency of Medicine Checks

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The phrasing of the Medicine skill is a little vague. Specifically, this part:

 

 

...a character may attempt only one Medicine check per week when helping a character to recover from critical wounds.

 

The entry under the Recovery and Healing section doesn't help either:

 

A character may attempt one Medicine check per week per Critical Injury.

 

The problem is, this implies that if someone has a Critical Injury, every other character in the group can make an attempt to fix it — that if someone fails, someone else can step in and try it themselves.

 

This just makes me think of how President Garfield suffered for 80 days under the unwashed hands of clueless doctors before finally dying.

 

Am I right in assuming that this is supposed to mean that a character with a critical injury can only be treated once a week, no matter how many people are present?

cvtheoman likes this

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Well, taking everything word by word.

 

 

 

 

 

...a character may attempt only one Medicine check per week when helping a character to recover from critical wounds.

 

 

 

A character may attempt one Medicine check per week per Critical Injury.

 

 

 

I assume, that you are right, that all characters can try to make Medicine check and make that poor bastard suffer for long time.

 

 

 

Edit: I and copy-paste aint good friends.

Edited by Embery

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I'd let 'em.  Mainly because players are more inclined to do risky stuff when they don't have semi-permanent crap against them - and characters taking risks = fun.

 

But if you want to discourage it (without using GM veto) say that ALL Threat one guy generates gets converted to Setback dice for the next guy's roll.

Edited by Col. Orange
Embery and UHF like this

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I think the intent is that a character with a crit has one chance per week for another character to make a Med check to fix it (along with the injured character's own Resilience check).

 

This is one of those places where the common sense and discretion that the writers continually emphasize really comes into play.  As IRL, the frequency of surgery and such depends on the patient's ability to receive treatment, no how many doctors are standing around.

progressions, UHF and Tear44 like this

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I think the intent is that a character with a crit has one chance per week for another character to make a Med check to fix it (along with the injured character's own Resilience check).

 

This is one of those places where the common sense and discretion that the writers continually emphasize really comes into play.  As IRL, the frequency of surgery and such depends on the patient's ability to receive treatment, no how many doctors are standing around.

 

This is how I interpret it as well.

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I'd impose setbacks personally for anyone with a lower Medicine skill attempting to heal an already attempted Critical Injury. 1 Setback per Medicine skill difference, 1 Setback per previously failed attempt.

 

Like if the Doctor fails and the Marauder REALLY wants to try his hand at it without any ranks it'd be something close to 4 setbacks and you can bet I'd upgrade the check with a Destiny point for Despair potential.

 

It's all reasonable to be honest, honestly it would require a better doctor than the one that failed to try again in my sessions.

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My guys have a Bacta Tank... jacuzzi!

It's heated, pimped out and everything! Well... It must be, because dang if there isn't line up for a dip after every game session. (Hmm... Maybe hey just want to see the Twilek recover... She's hot.)

Note that the frequency of medicine checks is the same for the resiliency checks for self healing.

Medicine checks are best aided with equipment and facilities.

Col. Orange likes this

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