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Wound recovery pretty slow?

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Sooooo we're playing with not very experienced characters (basically 20 XP above what they started with), but healing seems pretty slow so far?

 

Yesterday we had our Rothian melee expert, with a 15 Wound Threshold, take 17 total wounds. So they were defeated. But trying to heal those wounds, even WITH a Colonist Doctor, seemed slow.

The Medicine check for the doctor is 3 green + 1 yellow, and has 1 rank of Surgeon. They had Bacta available (so the difficulty wasn't increased), but nothing fancy like a Medpac (yet). This meant a Hard check. In the end there were only 2 successes, so with Surgeon this meant 3 total Wounds healed? They made another check later (outside of combat) and didn't even get any successes.

 

Maybe it's a poorly built / equipped doctor, or bad luck on the dice, or not a long enough timeline. But to me this seemed to hold the group back a bit (the Rothian didn't want to leave the ship). I don't want to remove the purpose of the Doctor by making healing too easy, but I also don't want to stop the fun by making every encounter result in days and days of downtime. I also am on the fence on how I feel about the healing compared to the Star Wars movie and general theme, since besides Leia's arm wound and Luke's bacta tank stay I don't remember it being brought up much.

 

Thoughts?

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Stimpacks.  You can use 5 a day for 15 Wounds healed using all 5 in a 24 hour period.  That's in the field.

 

A Bacta Tank gives you 1 Wound per 2 hours to non-incapacitated and 1 every 6 for incapacitated, which could be something on the ship.  

 

Why no Med pack for the Doctor?

Edited by 2P51

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I have no problem with healing taking forever without some advanced technology. That's realistic. Also, waiting "days" to heal can occur in the time for a GM to speak a single sentence if there are no time restraints.

 

But if time is an issue, then yes what the red astromech above said. Use something with bacta in it like a tank or stimpack.

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Luke could have been in that tank for a few days. C3P0 reacts like it's been awhile. In TCW s2 ep21, Anakin suffers some serious damage (enough to keep him from walking), and Asoka says, "nothing a night in a bacta tank won't fix". So it seems like anything from 8 hours to a few days is what it takes to heal up.

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A bacta tank is incredibly beneficial to healing, as it should be. There's also the Bacta Specialist talent in the Doctor tree which helps with not only healing in bacta tanks, but long-term care out of bacta as well. While the rules give no specifics on how to handle this (beyond natural healing being one wound per day) whenever this becomes a point in my campaign I have the group's Doctor make a Medicine check (easy for one patient, average for two, and so on) and then heal one extra wound per day, plus ranks in bacta specialist.

 

As for stimpacks, I don't let my players use them after a certain amount of time has passed since the injury was sustained. Stimpacks always struck me as a "quick and immediate" kind of fix, not something that would be helpful three days later. Just my take on it, but that's how I play it. The only one of my players who have ever not been fully healed after any given combat encounter is the 21-Wound threshold Marauder when he's taken a beating for the team.

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A bacta tank is incredibly beneficial to healing, as it should be. There's also the Bacta Specialist talent in the Doctor tree which helps with not only healing in bacta tanks, but long-term care out of bacta as well. While the rules give no specifics on how to handle this (beyond natural healing being one wound per day) whenever this becomes a point in my campaign I have the group's Doctor make a Medicine check (easy for one patient, average for two, and so on) and then heal one extra wound per day, plus ranks in bacta specialist.

 

Actually Bacta Tanks do have rules which I admittedly just recently stumbled on.  p.220 EoE CRB 

 

Wounded characters recover 1 Wound per 2 hours spent in the Bacta tank.  Characters that are incapacitated recover 1 Wound per 6 hours in the tank.  Obviously adjusted for ranks of Bacta Specialist on top of that. Further every 24 hours in the tank a player can make a Resilience check to try and heal a crit.

Edited by 2P51

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Medpacks are relatively cheap. Why your doctor doesn't have one yet is boggeling.

Not only does it do what it does, but it also gives a ''free'' stimpack once per day. Too good not to have.

It basically pays for itself after 18 days of injuries.

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I am of a totally different mind set than most people. I thought healing was actually kind of fast. Not too fast mind where I think it is broken, but I don't feel it is sloooow. In my old group I had a Soldier/Medic, and between Stims and his medpack, he kept the group in pretty good shape. And Crits didn't linger for long with him around. If you don't have a dedicated healer in the group, than I can see healing being rather slow. But I think it is fine just the way it is. Also, after much, much deliberation between myself and him, we worked out the Medpacs are not a onetime use item like in some old versions of the game.

I would agree that normally each "Scene" is one encounter, but that is not a hard fast rule. You can easily have multiple scenes in one encounter, or even multiple encounters in one scene. Scene is a very broad and generic term in my opinion.

I think they went this medpack design of one stim per screen so that we don't have to do a lot of tedious book keeping. It would pretty much be assumed that the Doc would resupply the medkit after each scene.

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As to the "Why doesn't the Doctor have a Medpac yet?!" question, it's listed as 400 credits, and we all started with 500, which was quickly spent on very basic weapons. Since then we've had two sessions, both of which had the party on the run, so credits haven't exactly been flowing in. We also don't tend to use Stimpacks too heavily (yet). So maybe it's just a matter of time and equipment.

 

It also sounds like a Bacta Tank becomes a mandatory item pretty early on. It's too bad that plain Doctor care isn't enough without days of time. So far there hasn't been days of time between scenes, especially using the hyperspeed timings mentioned in the book (I mean planet to planet within a sector, even with a Class 2 drive, is 20 to 48 hours).

 

Thanks for all the help and suggestions.

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To me it sounds like your group started out with too little equipment to handle the challenges thrown at you.

 

If you have so few credits to begin with that you cannot afford basic armour, a cheap weapon, and a basic kit for your profession (medpac, tool kit, data pad - or a slightly more expensive weapon if you are a fighter character), then I believe it is the GM's responsibility to make sure that the first encounters are tuned towards your lack of gear.

 

That said, as a Doctor, I would probably have given priority to getting a medpac over a weapon if I had to choose, because after all, that is the equipment that is the most relevant to your role in the game.

 

Regardless it is all about making the game fun, and when players feel they are held back because it takes forever to recover, that doesn't sound like a lot of fun. I would suggest bringing this up to your GM to find a solution.

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The whole starting money issue thing has been discussed before.  I agree you want your players to be kept 'hungry', but there is a difference between 'hungry' and 'starving'.  If I am just starting people fresh (I don't do it that way) I would simply give them a basic weapon, and the 'tools' they might need for their given profession.  I mean for goodness sake you give them a ship, I'm pretty sure there is some gauze in the medicine cabinet and probably a wrench or two lying around the hold.....

Edited by 2P51

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It also sounds like a Bacta Tank becomes a mandatory item pretty early on. It's too bad that plain Doctor care isn't enough without days of time. So far there hasn't been days of time between scenes, especially using the hyperspeed timings mentioned in the book (I mean planet to planet within a sector, even with a Class 2 drive, is 20 to 48 hours).

 

 

Surprisingly enough, a Bacta Tank is slower once the Doctor throws a bit more XP into Medicine and Surgen ranks. Stimpacks and medicine will keep the party in decent shape.

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I wonder if the people who complain about how long it takes to heal would benefit from being shot. For science if course, they could gage their recovery with that of a character. We'll shoot them once and during treatment, give them 5 doses a day of morphine and adrenaline to simulate a stimpack. Then, when healed we can shoot them again but administer no meds, just to gage any difference. All for science.

:P

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Okay, wait, I'm confused. You have a bacta tank but not a medpac?  :huh:

I mean... my players started with a medpac (or they bought one early on, I forget), but they still haven't gotten enough money to afford a bacta tank. Those things run, what, 20,000? Or something like that, I don't have my book in front of me. I'm very confused...

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Okay, wait, I'm confused. You have a bacta tank but not a medpac?  :huh:

Not sure where I gave that impression, but no they don't have a Medpac OR a Bacta Tank. When they stole their ship they found a broken Bacta tank, and a few uses of plain Bacta dribbled in the bottom.

Maybe things have leaned too far to the "starving" side instead of "hungry", haha.

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This got me thinking,

 

Is there a Bacta equivalent for Droids?

 

Cause I'm in a party with two droids and Bacta seems like it would be really really helpful now that I read this thread.

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Sooooo we're playing with not very experienced characters (basically 20 XP above what they started with), but healing seems pretty slow so far?

 

Yesterday we had our Rothian melee expert, with a 15 Wound Threshold, take 17 total wounds. So they were defeated. But trying to heal those wounds, even WITH a Colonist Doctor, seemed slow.

The Medicine check for the doctor is 3 green + 1 yellow, and has 1 rank of Surgeon. They had Bacta available (so the difficulty wasn't increased), but nothing fancy like a Medpac (yet). This meant a Hard check. In the end there were only 2 successes, so with Surgeon this meant 3 total Wounds healed? They made another check later (outside of combat) and didn't even get any successes.

 

Maybe it's a poorly built / equipped doctor, or bad luck on the dice, or not a long enough timeline. But to me this seemed to hold the group back a bit (the Rothian didn't want to leave the ship). I don't want to remove the purpose of the Doctor by making healing too easy, but I also don't want to stop the fun by making every encounter result in days and days of downtime. I also am on the fence on how I feel about the healing compared to the Star Wars movie and general theme, since besides Leia's arm wound and Luke's bacta tank stay I don't remember it being brought up much.

 

Thoughts?

Relevant section emboldened.

 

So my advice is this: first off, an emergency medpac is pretty cheap, and would prevent the extra difficulty. I can't remember if they're consumable, but a regular medpac is a permanent item, so it should be one of your party's first purchases. If you've got a dedicated doctor in the group, they've got some great talents for healing. I also allow one person to aid a Medicine check (every doctor's gotta have a nurse after all), so that's a boost die right there, maybe even an upgrade if you've got someone with a higher Intellect (the party Mechanic or Scholar maybe?). Destiny Points help too. Hope that helps!

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