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Pel Line Captain


Joined: 10 May 2006 Posts: 983 Location: Texas
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Posted: Sun Feb 18, 2007 1:43 am Post subject: |
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Vong is absolutely correct. Each additional medpac use within 24 hrs. adds one level of difficulty per use. That rule came about in 2nd Ed. to discourage use of medpacs on an industrial scale.
*swerves back to the original question*
We've always played Accelerate Healing as having immediate benefits for the first roll. It keeps things moving along smoothly while not overbalancing the Jedi. The second roll follows the proscriptions regarding rest and time as specified in the rules. This has always worked well for our group. If a character requires additional attention afterward, a medpac or more extreme measures, e.g. Transfer Force, are also options. _________________ Aha! |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14354 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Feb 18, 2007 7:35 pm Post subject: |
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True, but with those and medpacks not being in short supply, i rarely see a reason for bacta tanks.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Xynar Commander


Joined: 10 Aug 2003 Posts: 291 Location: Northwest Indiana
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Posted: Mon Feb 19, 2007 2:54 am Post subject: |
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garhkal wrote: | True, but with those and medpacks not being in short supply, i rarely see a reason for bacta tanks.. |
A medpac or accelerate healing won't help you heal from limb loss properly hence the bacta tank. Also a medpac sucks against internal injuries. _________________ Xynar
The Great Adventurer |
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obidancer Lieutenant Commander


Joined: 20 Mar 2004 Posts: 230 Location: New York, NY
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Posted: Thu Aug 02, 2007 2:05 am Post subject: |
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For the same wound the difficulty is indeed three time the same as Gry mentioned. But if the character gets hit again within the same 24 hours, then troubles come.
example: Bob is incapacitated. His companions spend three medpacs to fully heal him (and three moderate rolls). Another stormtrooper squad and a nasty shot later, bob is mortally wounded... His companions now need an Heroic+10 roll to bring him to incapacitated!...
Better bring good doctors with you... [/code] |
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ifurin Lieutenant Commander

Joined: 20 May 2007 Posts: 208
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Posted: Thu Aug 02, 2007 8:26 am Post subject: |
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from the 2ed r&e:
natural healing, a character who is wounded or wounded 2x must wait 3 days before they can make their first healing roll. incapacitated characters must wait for 2 weeks before they can make a healing roll. and mortally wounded characters must wait for 1 month before they can make a healing roll.
accelerate healing:
effect: a jedi who uses this power successfully may make 2 natural healing rolls for the current day (12 hours apart) regardless of the severity of the injury. the jedi gets a +2 modifier to both strength rolls.
the example in the book for the power states that the jedi activates the accelerate healing power. then the jedi gets to make their healing roll, and another one 12 hours later. i see this as meaning after the power is activated the character can make an immediate healing roll. this may not be very useful in a pinch but it beats having to wait 3 days or more to make a roll. |
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Tupteq Commander


Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Thu Aug 02, 2007 9:29 am Post subject: |
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About medpacs - I really don't like their ability to heal one wound more than once (it makes bacta tanks useless). I allow to use only one medpac on a wounded character (and additionally one FastFlesh), rest of healing must be done in natural way (or using bacta tank). This limitation makes accelerate healing more usable. |
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awfulalex Commander


Joined: 03 Aug 2007 Posts: 303 Location: South Africa
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Posted: Mon Aug 06, 2007 1:12 am Post subject: medpac and the force |
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Tupteq wrote: | About medpacs - I really don't like their ability to heal one wound more than once (it makes bacta tanks useless). I allow to use only one medpac on a wounded character (and additionally one FastFlesh), rest of healing must be done in natural way (or using bacta tank). This limitation makes accelerate healing more usable. |
I see your point, but I would say it would depend on how combat heavy your games are. Furthermore for a medpac to be used in middle of a fire fight might be tricky and I would say takes soem time - Frist you have to diagnose and attachpack and then pack needs to get too work ehaling the character, not an instantanious effect. Where as a Jedi's power is more liek (dare i say it) "magic" so it can be done quickly and the effect is immediate. _________________ ***witty remark under construction - coming soon to a board near you*** |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14354 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Aug 06, 2007 6:26 pm Post subject: |
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I have seen some gms who make medpacks take 1d rounds to actually kick in their healing effects... _________________ Confucious sayeth, don't wash cat while drunk! |
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Tupteq Commander


Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Mon Aug 13, 2007 8:31 am Post subject: |
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garhkal wrote: | I have seen some gms who make medpacks take 1d rounds to actually kick in their healing effects... |
I like this idea - it adds a dramatic effect to healing operation. To appreciate high first aid skill this delay could be reduced by 1 round (to minimum 1 round) for each 5 points rolled above difficulty. So, experienced field medic may be valuable even while healing light wounds. |
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Ankhanu Vice Admiral


Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Mon Aug 13, 2007 9:58 am Post subject: |
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Tupteq wrote: | garhkal wrote: | I have seen some gms who make medpacks take 1d rounds to actually kick in their healing effects... |
I like this idea - it adds a dramatic effect to healing operation. To appreciate high first aid skill this delay could be reduced by 1 round (to minimum 1 round) for each 5 points rolled above difficulty. So, experienced field medic may be valuable even while healing light wounds. |
Great idea on both accounts. I may begin implementing this. |
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Matthias777 Commodore


Joined: 08 Aug 2007 Posts: 1835 Location: North Carolina, USA
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Posted: Mon Aug 13, 2007 11:20 am Post subject: |
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Yeah, it makes great common sense, and I will definitely be incorporating it into any campaigns I GM. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14354 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Aug 13, 2007 8:12 pm Post subject: |
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If i ever see those gms again i wil pass on the compliments. _________________ Confucious sayeth, don't wash cat while drunk! |
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Savaad Lieutenant


Joined: 30 Apr 2006 Posts: 96 Location: Elrood Sector (STL, MO)
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Posted: Fri Sep 07, 2007 11:00 pm Post subject: |
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I usually allow one healing roll right away and then one 12 hours later. _________________ "I've got a bad feeling about this!"
"Go to red alert!" "Are you sure sir, it does mean getting up and changing the bulb." |
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Phalanks Balas Lieutenant Commander


Joined: 05 Jul 2005 Posts: 177 Location: Paris - France
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Posted: Wed Jun 25, 2008 10:36 am Post subject: |
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concerning jedi healing power, I consider wounded character is stabilized (health can't goes worse if not healed) and I allow a healing roll immediately.
Med pack use first aid skill. First aid is first aid not surgery in an hospital or bacta treatment! So I consider the first use of a med pack act as a healing, the other tries act as natural healing bonus. To have quick healing process, a treatment in hospital or a sick bay is needed. _________________ Phalanks
A day you will be facing the guns of the Black Pearl. You will know what means damned pirates ! |
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