I am struggling to understand the Medicine skill when it pertains to healing. I know its for healing crits, but what about just healing wounds and strain during and out of combat? Is there a limit to this, is it even possible? I know how stimpacks work also as it's described on pg. 227. Thanks!
Medicine and Healing
Limit is once per scene, I believe. Each success recovers 1 wound, each advantage recovers 1 strain (not too sure about this last part - may be a house rule of ours).
There should be a heading in the same section as the stimpack rules. I'm referencing a difference core book, so I can't give the page number. Characters can benefit from a Medicine check to recover wounds and strain once per encounter (success for wounds, advantage for strain). Attempts to medicate the self, but increases the difficulty by 1, and making any Medicine check to heal wounds without the proper gear also increases he difficulty by 1.
Limit is once per scene, I believe. Each success recovers 1 wound, each advantage recovers 1 strain (not too sure about this last part - may be a house rule of ours).
Don't have my books with me, but this is my belief as well (success heal wounds, advantages heal strain). There is a table defining the difficulty, based on the ratio of wounds to wound threshold the patient has received.
The section you're going to want to find is at the tail end of the combat section. Look for the crit hit table, and just a little beyond that are some sections on healing.
So could you stack it on a stimpack? Does the Medicine heal count as one of your five?
No, it doesn't. The reason stimpacks worsen their effects is explained: the chemicals and medicine can only do so much to help. Presumably Medicine checks are treating wounds through more conventional means.
Nah, it's a separate thing - it's something you can do in addition to StimPacks. It's more limited in that if you fail you can't try again (until the patient becomes wounded again, I think).
Although I do recall that a basic medpac actually does have the effect of doubling as a stim pack once per scene (as per its item description).
But yeah, my group always uses stim packs first, to get above half wounds, to reduce the difficulty of the check.
Okay got it now! Also when you say scene, is that a combat encounter?
Can be. Unless the combat turns into a chase, in which case I'd say the scene was continuing.
Basically,
Has the goal of the scene been resolved? (Enemies defeated or successfully fled; documents stolen; Countess wooed; etc.)
Do the PCs have 10 minutes to catch their breath?
If the answer to both is "yes", the scene has ended.
Or, to put it in Star Wars terms, the scene's over when there's a screen wipe.
There should be a heading in the same section as the stimpack rules. I'm referencing a difference core book, so I can't give the page number. Characters can benefit from a Medicine check to recover wounds and strain once per encounter (success for wounds, advantage for strain). Attempts to medicate the self, but increases the difficulty by 1, and making any Medicine check to heal wounds without the proper gear also increases he difficulty by 1.
Self medicate increases the difficulty by 2, not by 1.
"Self medicate" with mechanics (for droid PCs) has it's difficulty increased by 1.
Eh, so it does. I overlooked that when I was checking.
Getting your head around when a scene ends and when it doesn't is quite important, many talents can only be activated once per encounter, and PC's often have the chance to recover Strain at the end of each encounter too. Reading the GM chapter helps, but listening to some Actual Play podcasts as well as "The Order 66 Episode 7" will help a huge amount.
There should be a heading in the same section as the stimpack rules. I'm referencing a difference core book, so I can't give the page number. Characters can benefit from a Medicine check to recover wounds and strain once per encounter (success for wounds, advantage for strain). Attempts to medicate the self, but increases the difficulty by 1, and making any Medicine check to heal wounds without the proper gear also increases he difficulty by 1.
Self medicate increases the difficulty by 2, not by 1.
"Self medicate" with mechanics (for droid PCs) has it's difficulty increased by 1.
speaking of which I might be stupid or I just didnt see it, but would getting a stimpack out and using it be a maneuver since that would be managing gear and actions are usually skill checks, force powers, and abilites
I looked this up just last night (at least in the Beginner Box), and using a Stimpack during combat is a maneuver
Managing gear is a maneuver, and using a stimpack is a maneuver. I would reasonably say it's a two maneuver process, unless you have something like the military belt pouch.
Managing gear is a maneuver, and using a stimpack is a maneuver. I would reasonably say it's a two maneuver process, unless you have something like the military belt pouch.
I've noticed different tables do things differently. Either way makes sense.
At my table, I consider the maneuver to use a stimpack includes the "Drawing" maneuver as well. So it's all 1 maneuver. So far I haven't noticed any issues running it this way.
Personally, I go both ways on the whole "1 maneuver or 2" question. It's kinda like encumbrance, for me...if the players are really getting the crunch out of their maneuvers, what I see as leaning more gamist, I will enforce a 2-maneuver process for stimpacks (just like I would more rigidly enforce encumbrance rules for PCs who are trying to carry everything plus the kitchen sink). But I'm more inclined to let it slide if the player is a little more narratively organic with his maneuvers.
A little narration goes a long way when it comes to me, as a GM, allowing you to do stuff
Medline checks heal 1 wound per success and 1 strain per advantage (assuming the check is successful), OR they heal 1 crit. They may be attempted once per scene, the reason is fairly obvious, if a person comes up and starts bandaging that broken arm a fail would be that not enough pressure was applied and the arms not fully being held in place but as far as they're concerned that's the best they can do at the moment.
A scene is basically anything that would cause a screen wipe, in other words imagine you're watching a movie or show, any time the camera would have a small time skip or location change (and not like moving from one room to the next but rather from one place entirely to another) that would be a scene.
Managing gear is a maneuver, and using a stimpack is a maneuver. I would reasonably say it's a two maneuver process, unless you have something like the military belt pouch.
I've noticed different tables do things differently. Either way makes sense.
At my table, I consider the maneuver to use a stimpack includes the "Drawing" maneuver as well. So it's all 1 maneuver. So far I haven't noticed any issues running it this way.
I have a house rule that states drawing and using a stimpack is one maneuver, but to reflect the time taken by the process and the difficulty of doing much else with your hands, you change from having 1 action left and paying 2 strain for a maneuver to having a free second maneuver and having to pay 2 strain for the action. It feels accurate to me and allows for what I consider thematic narration, but I can certainly see this rule not working for anyone else.