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Medic
Feb 19, 2013 15:40:18 GMT -5
Post by bizarrojoe on Feb 19, 2013 15:40:18 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? Just the first Medic. If the Medic fails, then another one can step up and try to help. An alternate approach may be that if there are multiple Medics, then each assisting Medic can add +2 to the skill roll for the Medic with the highest skill. However, it just occurred to me that there's no real added benefit given to the Medic with a medpak using my house rule. So I think I may adjust the rule so that a Medic using a medpak could DOUBLE the effect of the medpak dose. But the catch is that 1) the Medic has to announce the use of the medpak prior to rolling the skill check, and 2) if the Medic fails the skill check, then the medpak dose is wasted.
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Deleted
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Medic
Feb 19, 2013 16:29:47 GMT -5
Post by Deleted on Feb 19, 2013 16:29:47 GMT -5
i liked your first house rule. medkit dose give +2 ST. if the Medic fails his skill check, you only get +2 ST.
i like your idea about each additional Medic character giving a bonus to the chosen Medic character. i would make the bonus +1 instead of +2 though.
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Medic
Feb 20, 2013 8:31:59 GMT -5
Post by bizarrojoe on Feb 20, 2013 8:31:59 GMT -5
I must suffer from selective blindness, because I finally spotted the Medkit rules in the ROC book last night. +1 STR / dose with successful Medic check, 6 doses per Medpak. I was DMing and I decided to let the party retcon a little to allow them to have 1 Medic on their team, and I gave them back 1 Medpak that they expended under my house rules.
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Deleted
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Medic
Feb 20, 2013 9:29:42 GMT -5
Post by Deleted on Feb 20, 2013 9:29:42 GMT -5
I must suffer from selective blindness, because I finally spotted the Medkit rules in the ROC book last night. +1 STR / dose with successful Medic check, 6 doses per Medpak. I was DMing and I decided to let the party retcon a little to allow them to have 1 Medic on their team, and I gave them back 1 Medpak that they expended under my house rules. when they start using doses from another medkit, adjust the bonus. it was a fluke and luck that a few medkits had extra potency. it's not like those medkits were mass-produced on an assembly line with tight controls for consistency and quality.
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Medic
Jun 27, 2013 19:39:22 GMT -5
Post by gbigdan on Jun 27, 2013 19:39:22 GMT -5
We played that the medic could heal (+1,+2,+3,etc.) to each character after each enounter/ set of new wounds. This would NOT stack with another medic, so you would always want to go with the highest skilled medic. This seemed most logical: after a medic stitched up a cut, another medic wouldn't have much else to do. The exception to this is if the first medic blew their roll (and therefore never healed) then another medic could step in and roll again. We also played with a fumble for this if the medic rolled a 18 then they would actually cause the damage they were trying to heal! A critical of 3 would double the healing.
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Medic
Jul 2, 2013 15:57:06 GMT -5
Post by mister frau blucher on Jul 2, 2013 15:57:06 GMT -5
Hey gbigdan,
Welcome to the boards! I have seen a few of your posts, and some good food for thought. I appreciate you sharing them here.
Usually I am more verbose, but I have been tied up with real life issues and have yet to re-engage my gaming brain. That will change soon.
Welcome again!
Bret
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Medic
Apr 14, 2021 23:10:14 GMT -5
Post by aceofspades on Apr 14, 2021 23:10:14 GMT -5
Question. Does one need to have the Medic skill to use a med kit? If so does it offer any bonus to the roll? Or is the sole benefit being able to use the medic skill outside of an end of combat situation. My medic is terrible with an IQ of 9 and keeps failing his rolls and I'm wondering if one of the other characters (without Medic) can use a med kit?
- ace
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Post by mister frau blucher on Apr 15, 2021 22:06:17 GMT -5
Hey, Ace,
As originally written in ROC, and quoted above, using the medkit does require the Medic skill. But as in so many of our rules situations, the judge can make their own ruling. You can make a solid case either way. Particularly if your party forgot to have a member with the medic skill!
Originally in ROC (written in 2008, if I remember), the medkit offered no bonus, just the raw material to make the check. But here again, if you had a quality medkit (with better bandages and disinfectant and healing herbs), you could rationalize a bonus to the roll.
Yeah, its 50/50 with IQ9 and Medic+1 skill (9 IQ + 1 Medic Skill is 10; 10.5 is the average roll). Given its value to keeping the party going, I usually have a character with medic+2.
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Medic
Apr 17, 2021 13:59:24 GMT -5
Post by aceofspades on Apr 17, 2021 13:59:24 GMT -5
Thanks Bret. My medic does have a goal of training in this skill, when we can find a place to train that is . He's already upped his IQ from 8 to 9. Now he needs to work on that Medic skill! - ace
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Medic
May 31, 2021 16:45:01 GMT -5
Post by wolfsbane on May 31, 2021 16:45:01 GMT -5
I think the idea of a Medic TEAM being more effective makes sense but with the small party size inherit to the format of DCG modules it's certainly a challenge to shoehorn in a senior medic and a junior medic.
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