The End Is Nigh Critical Result

By MDR101, in Star Wars: Edge of the Empire RPG

Luckily, none of my group have been injured severely enough for this Critical Result to come into play (got close once). My query is the 4P Severity given to the Critical Result and why it's there, which leads onto when can you make Medicine checks?

I originally thought the Severity was there as a last ditch attempt to heal the Critical with Resilience, but the CRB states that this can only be done after a full week of rest (a little late as far as the Crit goes), and I didn't think that healing Critical results with Medicine was something you could do during a combat encounter. Am I incorrect with any of this?

The "one week of rest" is only if the person making the Medicine check fails the roll during their initial attempt to treat the critical injury. Which to my knowledge, that initial Medicine check can be made during a combat. So it could be possible (very difficult, but possible) for a PC to save an ally that's suffered "End is Nigh" crit result, provided they do so before the end of the next round. As a GM, I'd certainly flip a Destiny Point to upgrade the difficulty, as the character is doing what amounts to "meatball surgery" to keep this person alive.

The "one week of rest" is only if the person making the Medicine check fails the roll during their initial attempt to treat the critical injury. Which to my knowledge, that initial Medicine check can be made during a combat. So it could be possible (very difficult, but possible) for a PC to save an ally that's suffered "End is Nigh" crit result, provided they do so before the end of the next round. As a GM, I'd certainly flip a Destiny Point to upgrade the difficulty, as the character is doing what amounts to "meatball osurgery" to keep this person alive.

As a player I would flip first. To prevent gm from doing so. :P

The "one week of rest" is only if the person making the Medicine check fails the roll during their initial attempt to treat the critical injury. Which to my knowledge, that initial Medicine check can be made during a combat. So it could be possible (very difficult, but possible) for a PC to save an ally that's suffered "End is Nigh" crit result, provided they do so before the end of the next round. As a GM, I'd certainly flip a Destiny Point to upgrade the difficulty, as the character is doing what amounts to "meatball surgery" to keep this person alive.

Cheers Donovan. I completely agree with upgrading the difficulty attempting to cram someone's guts back in during combat!

The "one week of rest" is only if the person making the Medicine check fails the roll during their initial attempt to treat the critical injury. Which to my knowledge, that initial Medicine check can be made during a combat. So it could be possible (very difficult, but possible) for a PC to save an ally that's suffered "End is Nigh" crit result, provided they do so before the end of the next round. As a GM, I'd certainly flip a Destiny Point to upgrade the difficulty, as the character is doing what amounts to "meatball osurgery" to keep this person alive.

As a player I would flip first. To prevent gm from doing so. :P

The GM can flip after a player flips. I'd consider it a bit unsporting on a check like this, though.

If you have a Medic, look at It's Not That Bad for another way out of crits like this.

If you have a Medic, look at It's Not That Bad for another way out of crits like this.

Thanks HappyDaze, will check in AoR later.

The "one week of rest" is only if the person making the Medicine check fails the roll during their initial attempt to treat the critical injury. Which to my knowledge, that initial Medicine check can be made during a combat. So it could be possible (very difficult, but possible) for a PC to save an ally that's suffered "End is Nigh" crit result, provided they do so before the end of the next round. As a GM, I'd certainly flip a Destiny Point to upgrade the difficulty, as the character is doing what amounts to "meatball surgery" to keep this person alive.

Throw in like 2 Setback die instead maybe? I mean, the guy is going to die if they fail, so what extra purpose would a potential Despair serve?

In regards to the waiting a week that was asked and answered and DM explains it. If an initial check fails, it's a week before another can be made on the critical. It's also one check, per critical, per week, so 3 crits can each have an attempt made initially, and then a week later for any fails. The answer is buried somewhere in that dev question sticky.

The "one week of rest" is only if the person making the Medicine check fails the roll during their initial attempt to treat the critical injury. Which to my knowledge, that initial Medicine check can be made during a combat. So it could be possible (very difficult, but possible) for a PC to save an ally that's suffered "End is Nigh" crit result, provided they do so before the end of the next round. As a GM, I'd certainly flip a Destiny Point to upgrade the difficulty, as the character is doing what amounts to "meatball surgery" to keep this person alive.

Throw in like 2 Setback die instead maybe? I mean, the guy is going to die if they fail, so what extra purpose would a potential Despair serve?

You have a point, there. Upgrading the difficulty brings in potential Despair, but to what end? As you said, the guy is dying anyway, not sure what Despair would be used for if it came up. Also, even adding Setback Dice may be a little harsh, considering only one check may be made per Critical, per week, and it's already a Daunting task.

Is it definitely acceptable to have a Medicine check Action to allow healing critical results during combat? Because I am thinking that flipping the Destiny Point in the first place would allow this Action to take place.

Edited by MDR101
As a player I would flip first. To prevent gm from doing so. :P

RAW, the player can only spend 1 Destiny point on a dice roll, and the GM can only spend 1 Destiny point on a dice roll... so both could flip destiny points on the same roll...

But like CaptainRasberry said, it would be unsporting... that's one houserule we made on our table, 1 Destiny point per check total : so if the active character uses one, the opposition can't use one also ; if the active character doesn't use one, then the opposition can choose to use one or not.

In regards to the waiting a week that was asked and answered and DM explains it. If an initial check fails, it's a week before another can be made on the critical. It's also one check, per critical, per week, so 3 crits can each have an attempt made initially, and then a week later for any fails. The answer is buried somewhere in that dev question sticky.

With a good doctor, most crits get healed fairly easily after a fight... like many, we houseruled that you can only treat one critical injury per week ... not one roll, but one heal, so if you fail the first crit heal, you can still attempt to heal another crit.... That way, crit stick around a lot longer and the players think twice before getting in a fight... This houserule works in my group because there are fewer fights during gameplay... a typical game session would have a max of 2 combat encounters.

The "one week of rest" is only if the person making the Medicine check fails the roll during their initial attempt to treat the critical injury. Which to my knowledge, that initial Medicine check can be made during a combat. So it could be possible (very difficult, but possible) for a PC to save an ally that's suffered "End is Nigh" crit result, provided they do so before the end of the next round. As a GM, I'd certainly flip a Destiny Point to upgrade the difficulty, as the character is doing what amounts to "meatball surgery" to keep this person alive.

Throw in like 2 Setback die instead maybe? I mean, the guy is going to die if they fail, so what extra purpose would a potential Despair serve?

You have a point, there. Upgrading the difficulty brings in potential Despair, but to what end? As you said, the guy is dying anyway, not sure what Despair would be used for if it came up. Also, even adding Setback Dice may be a little harsh, considering only one check may be made per Critical, per week, and it's already a Daunting task.

Is it definitely acceptable to have a Medicine check Action to allow healing critical results during combat? Because I am thinking that flipping the Destiny Point in the first place would allow this Action to take place.

Pretty certain it is allowed. I would definitely throw some setback at the medic, since this is a rush job in the heat of combat. But you can be nice if you want :P

Probably play it nice, I'm just that kinda guy :D

As it will likely be a one-shot check, succeed or PC death kind of situation, and dice being dice...

Of course, if the check fails the same round the critical is applied and the dying character still has another round to act, a blaze of glory beckons! Then look at making another character. ;)

As a player I would flip first. To prevent gm from doing so. :P

RAW, the player can only spend 1 Destiny point on a dice roll, and the GM can only spend 1 Destiny point on a dice roll... so both could flip destiny points on the same roll...

But like CaptainRasberry said, it would be unsporting... that's one houserule we made on our table, 1 Destiny point per check total : so if the active character uses one, the opposition can't use one also ; if the active character doesn't use one, then the opposition can choose to use one or not.

In regards to the waiting a week that was asked and answered and DM explains it. If an initial check fails, it's a week before another can be made on the critical. It's also one check, per critical, per week, so 3 crits can each have an attempt made initially, and then a week later for any fails. The answer is buried somewhere in that dev question sticky.

With a good doctor, most crits get healed fairly easily after a fight... like many, we houseruled that you can only treat one critical injury per week ... not one roll, but one heal, so if you fail the first crit heal, you can still attempt to heal another crit.... That way, crit stick around a lot longer and the players think twice before getting in a fight... This houserule works in my group because there are fewer fights during gameplay... a typical game session would have a max of 2 combat encounters.

I have a buncha house rules for crits that dial up the need/desire for a group to have someone(s) along that is skilled and talented in Medicine.

As a player I would flip first. To prevent gm from doing so. :P

RAW, the player can only spend 1 Destiny point on a dice roll, and the GM can only spend 1 Destiny point on a dice roll... so both could flip destiny points on the same roll...

But like CaptainRasberry said, it would be unsporting... that's one houserule we made on our table, 1 Destiny point per check total : so if the active character uses one, the opposition can't use one also ; if the active character doesn't use one, then the opposition can choose to use one or not.

In regards to the waiting a week that was asked and answered and DM explains it. If an initial check fails, it's a week before another can be made on the critical. It's also one check, per critical, per week, so 3 crits can each have an attempt made initially, and then a week later for any fails. The answer is buried somewhere in that dev question sticky.

With a good doctor, most crits get healed fairly easily after a fight... like many, we houseruled that you can only treat one critical injury per week ... not one roll, but one heal, so if you fail the first crit heal, you can still attempt to heal another crit.... That way, crit stick around a lot longer and the players think twice before getting in a fight... This houserule works in my group because there are fewer fights during gameplay... a typical game session would have a max of 2 combat encounters.

I have a buncha house rules for crits that dial up the need/desire for a group to have someone(s) along that is skilled and talented in Medicine.

The fact that a Medicine check can be made PER critical, per week, as opposed to one Resilience check on ONE critical per week sold my group on Medicine straight away.

You can perform medicine checks to heal critical during combat. Unless the intention was to make the party run away (and successfully), this crit doesn't make sense any other way.

"meatball surgery"

I learned a new term today.

The "one week of rest" is only if the person making the Medicine check fails the roll during their initial attempt to treat the critical injury. Which to my knowledge, that initial Medicine check can be made during a combat. So it could be possible (very difficult, but possible) for a PC to save an ally that's suffered "End is Nigh" crit result, provided they do so before the end of the next round. As a GM, I'd certainly flip a Destiny Point to upgrade the difficulty, as the character is doing what amounts to "meatball surgery" to keep this person alive.

Throw in like 2 Setback die instead maybe? I mean, the guy is going to die if they fail, so what extra purpose would a potential Despair serve?

There's options...

-You save him... but not the leg

-He's alive, but the splints mean he's immobilized for the rest of the adventure or until more appropriate medical facilities and the time to use them can be found.

-He only had a collapsed lung, which you fixed (sort of) with a valve... 2 threat may now require him to operate a valve (maneuver) or start suffocating.

-Ummm.. well he's ok... but I'm not sure what to do with these parts I have left over (+10 on all incoming crit results until the end of the encounter)

-His eye was always like that right? No? Oh... guess I should give it back then.... do we have like a jar or baggy or something? (1 setback on anything requiring depth perception for the rest of the adventure or until more appropriate medical facilities and the time to use them can be found.)

The "one week of rest" is only if the person making the Medicine check fails the roll during their initial attempt to treat the critical injury. Which to my knowledge, that initial Medicine check can be made during a combat. So it could be possible (very difficult, but possible) for a PC to save an ally that's suffered "End is Nigh" crit result, provided they do so before the end of the next round. As a GM, I'd certainly flip a Destiny Point to upgrade the difficulty, as the character is doing what amounts to "meatball osurgery" to keep this person alive.

As a player I would flip first. To prevent gm from doing so. :P

...why do you think this would prevent the GM from flipping a Destiny Point?

The "one week of rest" is only if the person making the Medicine check fails the roll during their initial attempt to treat the critical injury. Which to my knowledge, that initial Medicine check can be made during a combat. So it could be possible (very difficult, but possible) for a PC to save an ally that's suffered "End is Nigh" crit result, provided they do so before the end of the next round. As a GM, I'd certainly flip a Destiny Point to upgrade the difficulty, as the character is doing what amounts to "meatball surgery" to keep this person alive.

Throw in like 2 Setback die instead maybe? I mean, the guy is going to die if they fail, so what extra purpose would a potential Despair serve?

Fountain of blood hits the doctor in the eye, he now has whatever embarrassing venereal disease his buddy was carrying around. ;)

There could be a bunch of interesting things that could happen if a Despair shows up on a successful check, with Ghostofman coming up with some pretty good suggestions. And given that you are in effect cheating death in a system/setting where death is pretty darn final, an upgraded difficulty die is pretty small potatoes, especially since this is field surgery under fire, and field surgery typically isn't pretty; hence the term "meatball surgery" as taken from the old M.A.S.H. series as it's not pretty, it's not suitable for long-term care, but it keeps the patient alive long enough for them to get proper treatment later.

A Paramedic doesn't fix the problem on the scene because they don't have the facilities. They try to stabilize the patient and/or immobilize them so that no more damage is done. then get them to a place where better care can be give.

In the case of impending character death I'd probably bend the rules. Part of it is I prefer character death to be epic, and if a PC already has two crits, then gets hit with something with Vicious 3 and I roll a 99...that's about as deflating as one-shoting a nemesis.

So I'd allow a Medicine check in combat, with the difficulty of the crit, to stabilize the character. Assuming success, the crit is not healed, but the character is not going to die. Depending on how lenient you want to be as a GM, even failure could just apply additional Wounds, or ensure the character is incapacitated. This allows you to apply all the normal modifications (setback, DP flips, etc) without feeling like you're trying to ensure the character dies. Despair can even be another crit. The party is going to have enough on their hands with the character being out of commission, so to me it doesn't feel like a freebie.

There is no point to this critical if you do not allow the full healing of critical injuries during combat.

Sure there is, because it lingers and makes other criticals worse.

I would also Allow a Player to turn a destiny point to say they aren't going to die, But I would still have them have taken a severely incapacitating injury, something like a Missing Limb or Eye, Punctured lung that can't be healed but requires Cybernetic replacement.