The CRB says that when making a med check or mechanics check (droid) to heal, it can be done once per encounter. But what about when you are not in an encounter? Can multiple med/mechanic checks be made to continue to heal wounds? And, when it says once, is that once per person who can make the check, or once per person receiving the aid? In other words, can the whole group all make med checks on a hurt player, or can the player only receive one med check on himself?
Medical and Mechanic Skills
It's once per encounter, but it could take place in the downtime after the encounter. It's limited to represent that some things just take time to heal, so you can't make multiple checks. What would be the point of unlimited checks anyway? Might as well just say they're healed and skip the tedium.
Thanks for the response. What you say makes perfect sense. In the case of organic beings, five people giving someone stitches isn't better than 1 person doing it. I know they want to make droids equivalent to organics, but it seems that time spent repairing a droid actually would help. My computer won't fix its bad wiring if I let it sit for a week. But that is just an observation. I know why they have the mechanic check the same as the med check- because of balance. Thanks again for the response.
It's also supposed to represent that only so much can be accomplished in the field, and that time in a med bay or shop is required. Putting an organic in a Bacta tank or a droid in an oil bath speeds the healing process a great deal, but you can't carry them on your back.
Thanks for the response. What you say makes perfect sense. In the case of organic beings, five people giving someone stitches isn't better than 1 person doing it. I know they want to make droids equivalent to organics, but it seems that time spent repairing a droid actually would help. My computer won't fix its bad wiring if I let it sit for a week. But that is just an observation. I know why they have the mechanic check the same as the med check- because of balance. Thanks again for the response.
I believe they mention a few times in the CRB that droids have self-repair modules that work very slowly, probably as a way to equate their time to heal with humans.
Imagine yourself to be a mechanic next to your damaged friend who happens to be a droid.
You open his breastplate, see a few wires that are burnt, check his arm and see the hydraulics are badly damaged. (he has taken 5 Damage)
*you roll, lets say two hits and two advantages*
Rulewise:
I'd mostly rule that as 2 Wounds healed and two strain from the droid removed.
Storywise:
You look at the damage and think what you can do with your tools. You reroute the power to circumvent the burnt laughing box unit. You hit random circuits with the hydrospanner. You take a small screw and jam it where you see some hydraulics fluid leaking. Finally you repressurise the hydraulics.
AND NOW for the moment you have no better idea what else to do. Rolling a minute later makes no sense because its unlikely that you get a better idea (you didn't already think of before) or gained some equipement that allows you to do that.
But the moment you
- Enter your ship "oh right, it might work better with my PINK hydrospanner I keep in the engine room"
- or a garage "look, there's a pink hydrospanner just like mine! this might work"
Edited by derroehreI have an interesting way of handling wound treatment during action-oriented encounters. At least, I like to think it is interesting. ![]()
I let my players perform a medicine/mechanics check after every encounter. However, if a medical check is crucial during a firefight or any other tense situation, I have the player who is receiving the medical check sacrifice their turn and assume a prone position for that round in order to receive the medical attention. This represents that fact that the patient must stand still and cooperate with the person performing the procedure. If the PC receives medical attention after they have already performed an action that round, then they must sacrifice their next turn instead.
While this may seem like it slows down combat, it actually provides a new dynamic that raises the stakes during combat. You can slow down and heal your ally, but the enemy will have one less gun pointing at them for at least one round.
Also, if there are few or no action-oriented encounters during an in-game day, I allow a base amount of 3 medicine/mechanics checks to heal wounds per day.
We do fine with the once per day mechanic between skill checks, stimpacks, and repair patches. We seem to run one serious combat encounter per session with a couple three skirmishes per session, so there has never been an issue with healing.
Imagine yourself to be a mechanic next to your damaged friend who happens to be a droid.
You open his breastplate, see a few wires that are burnt, check his arm and see the hydraulics are badly damaged. (he has taken 5 Damage)
*you roll, lets say two hits and two advantages*
Rulewise:
I'd mostly rule that as 2 Wounds healed and two strain from the droid removed.
Storywise:
You look at the damage and think what you can do with your tools. You reroute the power to circumvent the burnt laughing box unit. You hit random circuits with the hydrospanner. You take a small screw and jam it where you see some hydraulics fluid leaking. Finally you repressurise the hydraulics.
AND NOW for the moment you have no better idea what else to do. Rolling a minute later makes no sense because its unlikely that you get a better idea (you didn't already think of before) or gained some equipement that allows you to do that.
But the moment you
- Enter your ship "oh right, it might work better with my PINK hydrospanner I keep in the engine room"
- or a garage "look, there's a pink hydrospanner just like mine! this might work"
Ok, this actually gets to what I was asking. I know that there is only so much you can do in the field. But as I was reading about healing/mechanics, it doesn't seem to specify that someone with the skills can do more when they are in a hospital or near their tool bench. So that is really what I am tyring to figure out. We had a droid in the group drop 6 below his wound threshold in battle. Field repaired him and only recovered 1 wound. But I didn't see anything in the CRB (admittedly didn't want to spend 45 minutes scouring it either in the middle of a session) that said that the mechanic in the group could do more later when not in combat and surrounded by all of his tools. So, how have people handled this scenario?
Ok, this actually gets to what I was asking. I know that there is only so much you can do in the field. But as I was reading about healing/mechanics, it doesn't seem to specify that someone with the skills can do more when they are in a hospital or near their tool bench. So that is really what I am tyring to figure out. We had a droid in the group drop 6 below his wound threshold in battle. Field repaired him and only recovered 1 wound. But I didn't see anything in the CRB (admittedly didn't want to spend 45 minutes scouring it either in the middle of a session) that said that the mechanic in the group could do more later when not in combat and surrounded by all of his tools. So, how have people handled this scenario?
In the field, you can use Stimpacks and Emergency Repair Kits up to the maximum number of Five per day, and it’s up to the GM to decide just what constitutes a "day" in the game.
On top of that, per each encounter, you can do a Medical or Mechanics check to attempt further healing/repairs — but you really want to make sure that you have decent tools on hand, otherwise you will get a lot of setback dice. Again, it’s up to the GM to decide when one encounter ends and another begins.
Beyond that, you need to be at a larger facility where they have a Bacta tank or an Oilbath, and then additional healing/repairing can be attempted.
There really aren't options for mechanics, once you're out of field healing for droids is basically an oil bath. There is nothing comparable like Bacta Specialist in the doctor tree for mechanics. There is a hope that in the technician career book there will be some sort of expansion in regards to droids.
Edited by 2P51There really aren't options for mechanics, once you're out of field healing for droids is basically an oil bath. There is nothing comparable like Bacta Specialist in the doctor tree for mechanics. There is a hope that in the technician career book there will be some sort of expansion in regards to droids.
Speaking only for myself, I would be inclined to basically follow the Doctor rules for the Mechanic, if they want to repair a Droid.
True, there is no Bacta Specialist talent, and there is no equivalent to the Surgeon talent, but you could still make a Mechanics check every day, and you could apply Emergency Repair Kits every day, until the Droid was fully repaired.
I think that’s kind of the way it was intended, even if that’s not exactly the way that the rules actually worked out as written.
Imagine yourself to be a mechanic next to your damaged friend who happens to be a droid.
You open his breastplate, see a few wires that are burnt, check his arm and see the hydraulics are badly damaged. (he has taken 5 Damage)
*you roll, lets say two hits and two advantages*
Rulewise:
I'd mostly rule that as 2 Wounds healed and two strain from the droid removed.
Storywise:
You look at the damage and think what you can do with your tools. You reroute the power to circumvent the burnt laughing box unit. You hit random circuits with the hydrospanner. You take a small screw and jam it where you see some hydraulics fluid leaking. Finally you repressurise the hydraulics.
AND NOW for the moment you have no better idea what else to do. Rolling a minute later makes no sense because its unlikely that you get a better idea (you didn't already think of before) or gained some equipement that allows you to do that.
But the moment you
- Enter your ship "oh right, it might work better with my PINK hydrospanner I keep in the engine room"
- or a garage "look, there's a pink hydrospanner just like mine! this might work"
Ok, this actually gets to what I was asking. I know that there is only so much you can do in the field. But as I was reading about healing/mechanics, it doesn't seem to specify that someone with the skills can do more when they are in a hospital or near their tool bench. So that is really what I am tyring to figure out. We had a droid in the group drop 6 below his wound threshold in battle. Field repaired him and only recovered 1 wound. But I didn't see anything in the CRB (admittedly didn't want to spend 45 minutes scouring it either in the middle of a session) that said that the mechanic in the group could do more later when not in combat and surrounded by all of his tools. So, how have people handled this scenario?
This game system glosses over a few things. Such as ammo, eating, and using the restroom. Even if you don't have extra reloads, you can reload your gun between encounters. Why? Because you're playing a character in the rough side of life. They'll be carrying extra ammo. It's just that the narrative would be that the ammo is some place hard to reach that you wouldn't go for it in the middle of a fight. You also don't have to count your shots or buy more ammo, because it's assumed your character would be maintaining their weapons in the downtime. Same with eating and using the restroom. You never say it, because it's just assumed it happens.
This is my round about way of saying that I like derroehre's descriptions a lot. In the field, when you're healing a droid you're doing what that description is and making jury rigged repairs. When you make it back to somewhere with adequate parts you're fixing those repairs with something permanate. It's just glossed over in the game rules. Just like refilling your ammo, just assume your characters are always picking up supplies for repairing the droid to have on hand. In my game we pretty much handwave how much money we're paid on jobs. If we're paid 10k, that's actually how much spending money we get. The assumption is that we made more than that but the extra money is spent on supplies and living expenses. Buying droid parts to keep droid characters in tip-top shape is part of that.