Hi,
Is First Aid too powerful?
I have an Adept in the party with an Intelligence bonus of 5, Medicae +10 and Master Chirgeon, in combination with a Med-Kit you have an average 90% of succeeding his check and healing 5 wounds on a lightly wounded character and 2 wounds otherwise.
This is my parties tactic and its starting to annoy the hell out of me...
Guardsman:
16 wounds total, TB 4
The guardsman is down to 3 wounds because of two nasty hits.
He spends a Fate Point for an average of 3 wound recovery and the psyker uses psychic healing for another 3 average.
Now he is lightly wounded....the Adept tends the two hits and recovers another 10 wounds...
The guardsman now completely healed... :S
My solution:
I've started to note down how much damage they received from each attack and cap the amount of first aid heals per hit so if one hit inflicted 7 wounds and the other 3 the two applications of first aid can heal the 3 wounds but the 7 wound hit cannot be healed completely (IB 5).
I also stopped telling my players how much damage they received, I give a little indication and tells them if they are lightly, heavily or critically wounded.
Any furthur ideas?