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Medic
Mar 14, 2012 14:47:09 GMT -5
Post by klingor on Mar 14, 2012 14:47:09 GMT -5
Hi, If my character has Medic+1, can this be used on all characters in the party? Similarly, if Medic+2, is that 2 points across the whole party or 2 points per character in the party? Cheers Colin
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Medic
Mar 14, 2012 16:13:56 GMT -5
Post by mister frau blucher on Mar 14, 2012 16:13:56 GMT -5
Hey, Colin,
The wording here could be interpreted almost either way. I normally play it that the Medic skill can only heal that many hits in total after a combat, not per person. So someone with Medic+2 would have to decide how to distribute his healing.
On the other hand, in the online campaign at the bottom of the forum, I am allowing that per person - I am such a softie! But here the party is larger and the healing is slim.
I hate to leave everything to GM fiat, and in the future the wording will be more concise. But for now, the official word is the maximum hits healed in total (not per character) is equal to the Medic skill.
But if your experience leads you to decide otherwise, tell us to shove it! It is your game!
Bret
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Medic
Mar 20, 2012 16:15:56 GMT -5
Post by Lord Inar on Mar 20, 2012 16:15:56 GMT -5
A nice compromise is to allow healing until first failure.
That way there is still prioritization (you want to heal the really wounded guys first so you don't risk blowing your whole healing opportunity on a guy who's only down 1 ST), but you still have the opportunity to "be on a roll"
Just a thought.
- Marc
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Medic
Mar 20, 2012 20:14:53 GMT -5
Post by klingor on Mar 20, 2012 20:14:53 GMT -5
I must admit that I tend towards the 'total across the party' interpretation, but I wonder if it would be playable to allow a medic to remove the total skill level from each character's damage, but designate only up to the skill level as cures across the party, the rest being converted to fatigue. For example, a medic+3 treats 3 characters who have each sustained 3 damage points. He allocates his cures as 2 on char A and 1 on char B. Char A would then have no damage and 1 fatigue. Char B would have no damage and 2 fatigue. Char C would have no damage and 3 fatigue. In essence, the medic first converts damage to fatigue per character up to his skill level. He then removes fatigue up to his skill level in total on selected characters. It sounds more complex than it actually is, but would reflect the value of first aid in speeding complete recovery. Cheers Colin
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h3rne
New Member
Posts: 9
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Medic
Sept 1, 2012 16:42:10 GMT -5
Post by h3rne on Sept 1, 2012 16:42:10 GMT -5
At the risk of sounding stupid, I have a related question about the Medic skill.
Usually a skill check just adds the skill to the base stat e.g. IQ12 Mechanic +3 tries a standard repair so needs to roll equal or under 15. The +3 just makes the roll easier to succeed.
However, with Medic the skill levels actually do something (i.e. heal a particular number of wounds/fatigue) so are they included in the roll? e.g. IQ12 Medic +3 tries to heal 3 damage/fatigue points. Am I trying to roll 15 or under or 12 or under? i.e. Does a Medic +3 finds it easier to heal as well as healing more, or does the +3 just mean they heal more on a successful IQ check? I think it's probably the former, although it feels a bit like the Medic skill is paying out twice.
All caveats about "it's my game" aside, what are the authors' intentions?
Many Thanks
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Deleted
Deleted Member
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Medic
Sept 2, 2012 22:46:10 GMT -5
Post by Deleted on Sept 2, 2012 22:46:10 GMT -5
i would be interested in the 'authors' intentions as well regarding h3rne's question. this is what i was doing when i was using the Medic skill: the person with the medic skill can attempt to use it once on each character in the party after each encounter (with things that can cause damage). this makes logical sense to me. it's first-aid! if i know first-aid and me, mister, klingor, and h3rne are hiking and we all slide down a hill and spring our ankles, i would apply my first-aid knowledge to everyone. if i only applied it to myself, you guys would have good reason to hate me i don't remember if i was factoring the Medic skill level into the check roll. i have pretty much stopped using medic as it was only useful in the hands of my mage (Medic needs high IQ). since the mage has much more powerful healing available to him through the Healing spell, i haven't been using Medic very much. However, all of my non-mage characters have it. if only one character has Medic and he dies or is unconscious, that would stink because i usually have 3 characters with the Medic skill, I feel the need to express the following: if one character is hurt, all 3 guys with Medic can't 'heal' him. the hurt character can only receive one 'dose' of Medic until the next encounter (with things that cause damage). now, if the first Medic attempts to heal the hurt character and fails, the next Medic may attempt, and so forth. however, once a Medic succeeds, no other Medic can provide any benefit to the character.
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Medic
Sept 3, 2012 8:47:57 GMT -5
Post by mister frau blucher on Sept 3, 2012 8:47:57 GMT -5
Good question, h3rne!
As with many of our rules, given their brevity, they produce some grey areas.
But the levels in Medic definitely apply to the IQ check. So an IQ12 dude with Medic+3 would roll against a 15.
I think the rest of the description might cause more confusion, when it says, "can be used across multiple characters." This might imply that your skill of +3 may be used with one character or distributed across the lot - that is, there are 3 total hits to be healed, split as you desire. I actually played this way for a while, until I came to the conclusion it didn't make much sense. If your medic skill is +1, why would you be able to sew up a small cut on one dude, but not another? So you can apply your full skill to each dude.
Bret
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h3rne
New Member
Posts: 9
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Medic
Sept 3, 2012 14:14:44 GMT -5
Post by h3rne on Sept 3, 2012 14:14:44 GMT -5
Oops! I've been playing the medic+3 = total 3 HP recovered at each healing phase, rather than +3 per character (allowing one check only during each aprés rixe). Dark Star Incident might be (again) a distorting lens here, but with 4 characters each with Medic +1, that's a potential 16HP recovered after every fight. That seems a lot?
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Deleted
Deleted Member
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Medic
Sept 3, 2012 15:26:17 GMT -5
Post by Deleted on Sept 3, 2012 15:26:17 GMT -5
i'm not following how that's a potential 16HP recovered after every fight. it should be a potential 1HP recovered per character, which would equal 4HP, at least the way i do it as described above.
if all 4 characters have Medi+3, it would be a potential 12HP recovered but no more than 3HP per character.
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Deleted
Deleted Member
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Medic
Sept 3, 2012 23:39:45 GMT -5
Post by Deleted on Sept 3, 2012 23:39:45 GMT -5
i think i see how you were getting 16HP recovered after battle. you were allowing a wounded character to receive Medic 'treatment' from more than one Medic. that doesn't seem reasonable to me. if character1 bandages your wounds or stitches a cut, having character2 come behind them and re-bandage your wound or re-stitch the cut would not really help (unless character1 did a poor job but we're trying to keep things as simple as possible but as complicated as necessary). this is why i stated the following: because i usually have 3 characters with the Medic skill, I feel the need to express the following: if one character is hurt, all 3 guys with Medic can't 'heal' him. the hurt character can only receive one 'dose' of Medic until the next encounter (with things that cause damage). now, if the first Medic attempts to heal the hurt character and fails, the next Medic may attempt, and so forth. however, once a Medic succeeds, no other Medic can provide any benefit to the character.
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Deleted
Deleted Member
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Medic
Sept 3, 2012 23:58:26 GMT -5
Post by Deleted on Sept 3, 2012 23:58:26 GMT -5
you know what? in order to keep things simple and play smooth, i am tempted to just say:
at the end of an encounter (with things that cause damage), choose 1 character with the Medic skill. all characters in the party recover ST equal to that character's Medic skill level.
no rolling for success or failure on each damaged character by each character with the Medic skill, no hair pulling or hair splitting. just do it and move on. in the case of Medic+1, it's just 1 ST point recovered and that Medic level cost 10 hard-earned XP. in the case of Medic+2, it's just 2 ST recovered and that skill level cost 20 XP, etc. that doesn't seem like cheating to me. it seems like automation of a tedious task.
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Deleted
Deleted Member
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Medic
Sept 4, 2012 15:02:43 GMT -5
Post by Deleted on Sept 4, 2012 15:02:43 GMT -5
you know what? in order to keep things simple and play smooth, i am tempted to just say: at the end of an encounter (with things that cause damage), choose 1 character with the Medic skill. all characters in the party recover ST equal to that character's Medic skill level. no rolling for success or failure on each damaged character by each character with the Medic skill, no hair pulling or hair splitting. just do it and move on. in the case of Medic+1, it's just 1 ST point recovered and that Medic level cost 10 hard-earned XP. in the case of Medic+2, it's just 2 ST recovered and that skill level cost 20 XP, etc. that doesn't seem like cheating to me. it seems like automation of a tedious task. well, i slept and thought on that. perhaps that's too easy. perhaps a better balance would be: End of Encounter Subroutine() { if there was damage taken { pick a character with the Medic skill; Medic Skill Subroutine(with_that_character); } }//End of End of Encounter Subroutine LOL ---- Medic Skill Subroutine(the_character) { if the_character passes his/her Medic skill check { each character that sustained damage in the current combat recovers ST equal to the Medic's skill level; } else if the chosen character fails his/her Medic skill check { pick another character with the Medic skill; Medic Skill Subroutine(with_that_character) } }//End Medic Skill Subroutine
in non-psuedo code: at the end of a damaging encounter, pick a character with the Medic skill. if that character passes his/her Medic skill check, each character recovers ST equal to the Medic's skill level. Characters cannot receive any more treatments from any other Medic until the end of the next damaging encounter. if the chosen Medic fails the skill check, chose another Medic if one is available and try again.
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Deleted
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Medic
Sept 4, 2012 19:12:50 GMT -5
Post by Deleted on Sept 4, 2012 19:12:50 GMT -5
reading back through the thread, i wonder if my last proposal is what some of you were already doing. originally, i was making a separate Medic check for each character that needed medic treatment (for each application of the skill). with more than one Medic in the group applying their skill, it gets kind of laborious and tedious to do all those different dice rolls and keep track of who has tried to heal who. hence, the above.
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Medic
Feb 19, 2013 14:25:47 GMT -5
Post by bizarrojoe on Feb 19, 2013 14:25:47 GMT -5
reading back through the thread, i wonder if my last proposal is what some of you were already doing. originally, i was making a separate Medic check for each character that needed medic treatment (for each application of the skill). with more than one Medic in the group applying their skill, it gets kind of laborious and tedious to do all those different dice rolls and keep track of who has tried to heal who. hence, the above. I think this is the method I'm going to go with in my games. But I plan on adding in a rule regarding medkits. In a multi-player game of ROC, the players bought a medkit w/ 2 doses. However, there weren't any stats listed for them. So my house rule will be that each dose can recover +2 STR for a single character, but can also be stacked with the Medic skill. Example: At the end of an encounter, a Medic +2 can successfully heal +2 STR for each member of the party. However, with a medkit, the same Medic +2 can successfully heal +4 STR for a single character using a single medkit dose.
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Deleted
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Medic
Feb 19, 2013 15:05:32 GMT -5
Post by Deleted on Feb 19, 2013 15:05:32 GMT -5
what if you have 2 characters with the Medic skill? would you let both characters apply their healing skill to the group/individual or just the first one that succeeds at the skill check?
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