Medical checks to remove Wounds can only be made as first aid after a related encounter.. right?

By RodianClone, in Star Wars: Edge of the Empire RPG

That is how I read it, but one of my players disagrees with me.

The rules say that each character can recieve one medicine check per encounter to remove wounds, because there is only so much first aid can do for you.

The way I see it, this means you can only remove fresh wounds from that specific encounter after you get it, after that you can`t recover from those wounds from

the medicine skill, but have to use bacta, stimpacs or just take time to heal.

An encounter is any situations where characters take turn doing stuff and the gameplay is more structured,

but recovering from older wounds after a new unrelated encounter, like a chase or a social debate, or a different combat where the wounds in question didn`t come from,

or where the characters didn`t take any new wounds at all does not make much sense to me.

Basically my question is just what`s in the thread title...

Edited by RodianClone

It's once per encounter (I've healed people during combat before as an action) though I think it's largely up to your definition of 'encounter'.

It's far more defined in the official adventures, though I would classify it as any combination of concurrent scenes in the same place and not necessarily just combat.

Regarding 'there is only so much good first aid can do to help', one interpretation is applying bandages to a character and then changing those bandages later on as time goes by (to prevent infection, make clean dressings, etc).

It doesn't say after the encounter, a fight is an encounter and the RAW says each encounter.. Thats like saying that even though my buddy is on the ground bleeding out I can't help him until after we finish the fight, then later on I can't do a better job with better equipment. I would say that immediate first aid is available, it's even better with a medpack during the fight, it could be made into a harder check because of said fight, but you can still make it.

"Medicine check each encounter, as

there is only so much good first aid
can do to help a character."

An encounter is an event

"The CM is not the PCs' adversary or playing "against"

the other players Rather, the GM is a guide and resource
to help explain the "who, what. where, and why" of the
people, places, and events the PCs encounter. Ideally, the
GM works with the other players to develop and resolve
the story. While it is true that the GM sets the characters
up to fight against opponents and may place them
in dangerous situations. the goal is for the CM to provide
interesting encounters. keep the players motivated, and
help the story flow as smoothly as possible."

"During combat or structured encounters"

Regarding 'there is only so much good first aid can do to help', one interpretation is applying bandages to a character and then changing those bandages later on as time goes by (to prevent infection, make clean dressings, etc).

Sure, but I don`t see why that should remove any more wounds if not specified, if not those kind of open wounds can be seen as critical injuries then.

If infections aren`t a story element, I wouldn`t include them in the game.

It doesn't say after the encounter, a fight is an encounter and the RAW says each encounter.. Thats like saying that even though my buddy is on the ground bleeding out I can't help him until after we finish the fight, then later on I can't do a better job with better equipment. I would say that immediate first aid is available, it's even better with a medpack during the fight, it could be made into a harder check because of said fight, but you can still make it.

"Medicine check each encounter, as

there is only so much good first aid

can do to help a character."

Yes, I agree and I meant each encounter.

My player wanted to make more medicine checks after he came back to the ship after a couple of days. I said he couldn`t because he had already tried once after(or during) for that encounter as first aid.

Edited by RodianClone

A session is when you sit down and play at the table for the night, a few hours so to speak, encounters make up a session, going by that thought process and the section of the book that you just had your answer, but I do think there is elsewhere where it says that a medcheck can only be made by the person making the med check that that medcheck can only be made once every 24 hours.

Here is a guide my GM found somewhere:

It is compiled from the book and basically states what you are looking for.

Health and Recovery in Star Wars: Edge of the Empire

States of health or condition
Unwounded: No wounds and no critical injuries.
Wounded: Any number of wounds up to wound threshold
Critically injured: Suffering from any number of critical injuries, regardless of current number of wounds.
Incapacitated: Suffering from more wounds than wound threshold, or more strain than strain threshold.
Calm (title is HR): Suffering no strain.
Stressed (title is HR): Suffering from strain up to strain threshold.
Overwhelmed (title is HR): Suffering from strain greater than threshold; character is unconscious, or simply dazed and staggered and unaware of surroundings and unable to interact with them.
Staggered: Cannot perform actions (including downgrading an action to a maneuver). By default this lasts until the end of the character's next turn. Multiple staggering effects add their durations, but not beyond the end of the encounter.
Immobilized: Cannot perform maneuvers (including those purchased by spending strain, from spending advantage, or from downgrading actions). By default this lasts until the end of the character's next turn. Multiple immobilizing effects add their durations, but not beyond the end of the encounter.
Disoriented: Add setback die to all checks. By default this lasts until the end of the character's next turn. Multiple disorienting effects add their durations, but not beyond the end of the encounter.

Thresholds
Exceeding wound threshold: Character is knocked out and incapacitated, and immediately suffers one critical injury.
Tracking wounds: Wounds must be tracked up to twice the character's wound threshold.
Exceeding strain threshold: Character is incapacitated (usually unconscious, though maybe just dazed, etc.).
Reviving: Wounds and strain must be reduced so they no longer exceed threshold before the character is no longer incapacitated.

Critical injuries
Source: Can result from a critical hit during an attack, or from exceeding wound threshold, or from other means.
Random injury: The character's player rolls d100 to determine the specific injury.
Increasingly grave: Each critical injury a character suffers from adds +10 to subsequent critical injury d100 rolls.

Natural recovery
Bedrest: Each full night's rest heals one wound, regardless of current state of health.
Pulling through: At the end of each full week of rest, character may attempt a Resilience check to recover from one critical injury (difficulty = critical injury severity rating; success = critical injury healed; triumph = heal an additional critical injury; fail = heal one wound instead).
Catching your breath: At the end of each encounter, each player can make a Simple (-) Discipline or Cool check to remove strain equal to the number of successes generated (can also spend advantage to reduce strain, as normal).
Sleep: A full night's rest normally removes all strain.

Medical/Mechanical care
First aid (encounter): A character may attempt a Medicine/Mechanics check to help a character heal. Each character may only receive one Medicine/Mechanics check each encounter. Difficulty is based on current state of health. On success: heal wounds equal to successes, and remove strain equal to advantages. A result of threat or despair may inflict wounds or strain.
Medical care: A character may attempt a Medicine/Mechanics check once per hour to help a character heal. On success: heal wounds equal to successes, and remove strain equal to advantages.
Healing critical injuries: A character may attempt to heal a critical injury by making a Medicine/Mechanics check. Difficulty is equal to the severity rating of the critical injury. A character may attempt one check per week per critical injury. A triumph may heal additional wounds, while threat and despair may inflict wounds or strain.
State-of-health Medicine/Mechanics check difficulty: If wounds are at half or less of wound threshold, check is Easy (1). If more than half of wound threshold, check is Average (2). If wounds exceed threshold, check is Hard (3).

Self healing: Increase the difficulty of Medicine check by two (or Mechanics check by one) if attempting to heal your own wounds or critical injuries.
Proper tools: Attempting a Medicine or Mechanics check without proper tools increases difficulty by one. Using an actual Medpac grants a boost die to Medicine checks (no droid equivalent).

Bacta tank (organic)
Recovery: Wounded character heals one wound every two hours. Incapacitated character heals one wound every six hours.
Critical care: At the end of every 24 hour period, character may attempt Resilience check to heal one critical injury. Difficulty is equal to critical injury severity rating. Success = heal critical injury; fail = heal one wound instead.
Oil bath (droid)
Recovery: Wounded droid heals one wound every hour.
Nothing serious: Oil baths do not heal critical injuries.

Stimpack (organic)
Potency: Heals five wounds when used the first time. Second application heals four wounds. Third heals three, etc. (i.e. can be used no more than five times per day).
Renewed potential: Must wait till after full night's rest (or 24 hours) before effectiveness resets.
Application: Requires one maneuver to inject a stimpack. Character must be engaged with target to administer. A character with a free appendage may self-administer with one maneuver.
Non-critical: Stimpacks have no effect on critical injuries.
Emergency repair patches (droid)
Potency: Heals three wounds per use. Can be used no more than five times per day.
Renewed potential: Must wait till after full night's rest (or 24 hours) before more can be administered.
Application: Requires one maneuver to apply a patch. Character must be engaged with target to apply. A character with a free appendage may self-administer with one maneuver.
Non-critical: Emergency repair patches have no effect on critical injuries.

Regarding 'there is only so much good first aid can do to help', one interpretation is applying bandages to a character and then changing those bandages later on as time goes by (to prevent infection, make clean dressings, etc).

If infections aren`t a story element, I wouldn`t include them in the game.

I probably wouldn't either. It's a valid example for the kind of logic the book is explaining, like how disinfecting a wound is especially helpful after suffering a cut but disinfecting the same cut again five minutes later doesn't do squat. There has to be a valid amount of time in-between attempts.

Medical care: A character may attempt a Medicine/Mechanics check once per hour to help a character heal. On success: heal wounds equal to successes, and remove strain equal to advantages.

Healing critical injuries: A character may attempt to heal a critical injury by making a Medicine/Mechanics check. Difficulty is equal to the severity rating of the critical injury. A character may attempt one check per week per critical injury. A triumph may heal additional wounds, while threat and despair may inflict wounds or strain.

State-of-health Medicine/Mechanics check difficulty: If wounds are at half or less of wound threshold, check is Easy (1). If more than half of wound threshold, check is Average (2). If wounds exceed threshold, check is Hard (3).

Once per hour? Ok, that answers my question! Where does it say this in the books?

First aid (encounter): A character may attempt a Medicine/Mechanics check to help a character heal. Each character may only receive one Medicine/Mechanics check each encounter. Difficulty is based on current state of health. On success: heal wounds equal to successes, and remove strain equal to advantages. A result of threat or despair may inflict wounds or strain.

Medical care is a in game hour, so a med check can be accomplished during the fight healing the wounds look at both first aid and medical care together, a in game hour later, not a real time hour, the check can be tried again.

I am looking for the page numbers right now.

Medical care: A character may attempt a Medicine/Mechanics check once per hour to help a character heal. On success: heal wounds equal to successes, and remove strain equal to advantages.

Healing critical injuries: A character may attempt to heal a critical injury by making a Medicine/Mechanics check. Difficulty is equal to the severity rating of the critical injury. A character may attempt one check per week per critical injury. A triumph may heal additional wounds, while threat and despair may inflict wounds or strain.

State-of-health Medicine/Mechanics check difficulty: If wounds are at half or less of wound threshold, check is Easy (1). If more than half of wound threshold, check is Average (2). If wounds exceed threshold, check is Hard (3).

Once per hour? Ok, that answers my question! Where does it say this in the books?

It doesn't. That isn't the rule. Your original interpretation is basically correct (by the official rules).

By the rules as written, one Medicine check (or Mechanics check for droids) may be performed per encounter to recover wounds. Only one check is permitted per patient per encounter, however, since first aid is assumed to have its limits. Any wounds not healed by the one check are assumed to be too severe to treat on-the-fly and will require more recovery time.

In other words, a given character may receive one Medicine check during or immediately after an encounter in which he suffers wounds. Wounds that are not recovered by that one check cannot be healed without significant time, the use of a stimpack, a visit to a proper medical facility, et cetera. The remaining wounds cannot be healed simply by making more Medicine checks.

Medical care: A character may attempt a Medicine/Mechanics check once per hour to help a character heal. On success: heal wounds equal to successes, and remove strain equal to advantages.

Healing critical injuries: A character may attempt to heal a critical injury by making a Medicine/Mechanics check. Difficulty is equal to the severity rating of the critical injury. A character may attempt one check per week per critical injury. A triumph may heal additional wounds, while threat and despair may inflict wounds or strain.

State-of-health Medicine/Mechanics check difficulty: If wounds are at half or less of wound threshold, check is Easy (1). If more than half of wound threshold, check is Average (2). If wounds exceed threshold, check is Hard (3).

Once per hour? Ok, that answers my question! Where does it say this in the books?

Doesn't say the once per hour thing in the book, it may just be a home brew someone came up with to prevent the abuse of the encounter rule (I rolled a med chk during the encounter, now that the encounter is over I want to roll again type thing needs prevented), I would say the once per encounter thing and the role is successful give them the wounds back that equal the amount of successes rolled. If you go into another encounter and the PC isn't fully healed up from the previous encounter, the same still applies, successes are successes and don't take them away from the roll. The whole thing is look at the roll difficulty chart in the book to make the roll difficult.

I've never read this one check an hour rule.

To my knowledge, it's one Medicine check per encounter for healing Wounds, and it can be during the encounter imo, not terribly game breaking.

Probably GM's call about having the 'healer' perform additional Medicine checks during other encounters for the purpose of healing Wounds suffered in a previous combat encounter. Really will depend on the specific circumstances I would think.

It's 1 Wound per good night's sleep natural rest.

Stimpack usage in every 24 period.

Finally Bacta Tanks, 1 Wound every two hours unless incapacitated, then it is 1 every six hours.

Any wounds not healed by the one check are assumed to be too severe to treat on-the-fly and will require more recovery time.

Wounds that are not recovered by that one check cannot be healed without significant time, the use of a stimpack, a visit to a proper medical facility, et cetera. The remaining wounds cannot be healed simply by making more Medicine checks.

Doesn't state that in RAW. It states only once per encounter. That's why the homebrew was made

The medical checks are once per encounter. What an encounter is defined by your GM. Usually a long combat encounter, or multiple small encounters, a social event, X amount o time on ship or during travel, etc.

I usually decide on a stretch of the story as an encounter. Such as from the opening of the base until the time they reach a certain destination. The only way the ruling becomes broken is a GM making too many situations count as encounters. It the d20 system it was clearly defined as a battle but in narrative systems such as these you cannot follow that lie of thouht. It's a truly dificult one to break I'll admit.

Any wounds not healed by the one check are assumed to be too severe to treat on-the-fly and will require more recovery time.

Wounds that are not recovered by that one check cannot be healed without significant time, the use of a stimpack, a visit to a proper medical facility, et cetera. The remaining wounds cannot be healed simply by making more Medicine checks.

Doesn't state that in RAW. It states only once per encounter. That's why the homebrew was made

It effectively states it. As you said, it says once per encounter - implying that you can't do it more than once per encounter.

Although I will be the first to say that the rules regarding wounds and recovery are poorly written and ambiguous. They require the reader to often guess what the authors were trying to say.

The medical checks are once per encounter. What an encounter is defined by your GM. Usually a long combat encounter, or multiple small encounters, a social event, X amount o time on ship or during travel, etc.

I usually decide on a stretch of the story as an encounter. Such as from the opening of the base until the time they reach a certain destination. The only way the ruling becomes broken is a GM making too many situations count as encounters. It the d20 system it was clearly defined as a battle but in narrative systems such as these you cannot follow that lie of thouht. It's a truly dificult one to break I'll admit.

Agree to a point, but a encounter by nature is where dice are rolled at anytime according to the book no matter the length.

Any wounds not healed by the one check are assumed to be too severe to treat on-the-fly and will require more recovery time.

Wounds that are not recovered by that one check cannot be healed without significant time, the use of a stimpack, a visit to a proper medical facility, et cetera. The remaining wounds cannot be healed simply by making more Medicine checks.

Doesn't state that in RAW. It states only once per encounter. That's why the homebrew was made

It effectively states it. As you said, it says once per encounter - implying that you can't do it more than once per encounter.

Although I will be the first to say that the rules regarding wounds and recovery are poorly written and ambiguous. They require the reader to often guess what the authors were trying to say.

It does not effectively state it, it does how ever state that a session is a series of multiple encounters meaning that according to RAW a med chk can be made there and all wounds from the previous encounter could be healed.

Edited by Osprey

Yes, it does effectively say that. That's the most natural and logical reading of what is literally stated; which is what "effectively" means in this context.

But if your issue is that it does not literally state this then that is true. As I said, the rules are poorly written and ambiguous. They require you to guess what they're supposed to say.

Yes, it does effectively say that. That's the most natural and logical reading of what is literally stated; which is what "effectively" means in this context.

But if your issue is that it does not literally state this then that is true. As I said, the rules are poorly written and ambiguous. They require you to guess what they're supposed to say.

RAW states once per encounter so it does not state it it that way, RAI on this is up for interpretation. So effectively it states, once per encounter per RAW, it does not give leeway per RAW. Now common sense you are correct, but it is up to the GM to make that common sense call.

Making a second med chk in another encounter must really be breaking your game to so vehemently to argue what RAW states. A speed limit sign says 55, you go over the speed limit anyways by 5 mph, did you break the law? Legally yes you did, the Cops (GM) handwave and don't bother.

I personally have gone into another combat encounter and not worried about my wounds to the point of worrying due to the fact a second chk can be made.Wounds are not that big of a deal really, and I expect in a game where I could be in combat to hurt me there. Strain in the other hand I do worry about.

He asked a simple question, I gave him RAW. Which states each encounter, not that if you don't get as much back that encounter that you can't do it again the next.

I add a setback die when bolts are still flying

I add a setback die when bolts are still flying

I would say difficulty but a setback would be good also.

I add a setback die when bolts are still flying

I would say difficulty but a setback would be good also.

Difficulty is generally not created by environmental effects.

In addition, the injury treatment rules seems to skip over competent medical treatment between First Aid and Bacta Tank. Though, honestly, if you have a day (and 125 credits) you'll get 15 wounds back from stims alone, which make's Bacta's 2-hour almost pointless, given how expensive a bacta tank is.

Bacta Tanks with an operator that has Bacta Specialist can be very helpful, particularly when time is a factor in a 24 hour period. Burning stimpack uses in a 24 hour cycle while not in combat is a gamble.

It seems to me that the best way to look at Encounters would be like chapters in a book. When you reach a point where there is a logical break, start a new encounter. SO if you are having a fight in the desert of Tatooine with some Tusken Raiders and your buddy gets wounded, you can attempt to heal him once, then after the fight is over you return to your ship. Start a new encounter. Having had enough of Tatooine you decide to leave and your pilot has to break through a blockade to leave the system. In the battle a power relay or something blows and your buddy gets hurt. You can heal him because this is not the battle on Tatooine, this is a new encounter. After escaping the blockade, start a new encounter. This encounter is just rolls to repair the ship and properly chart a path to Naboo, but it counts as an encounter. Along with all the repairs and such you can try to heal your buddy who really should try and avoid getting hurt so much.

That's the way I see it.

I would provide some benefit from actually going to a real medical treatment facility. (One new check, or if you like, the difference between the new roll and the old roll). This is for excellent equipment and well trained and experienced staff compared to the previous 'first aid'.

Having said that, my character has more than a dozen major scars (all to the front and none to the face yet!) and hasn't been to a "hospital" in all his adventuring. We're generally a) wanted, b) running from something, c) in a big hurry.

So to offset the benefit, you can also add encounters with nosy law enforcement, nosy medical staff, someone who works at the post office (and sees your picture every day :) )...