Not interested in completely rewriting the rules on health, wounds and healing... Ive read several lengthy threads along this line and that's not my intention at all.
I have a couple minor concerns that Id like to address with a house rule and Im looking for ideas.
1. Hindrance for being wounded, strained before reaching threshold
Id like to implement some sort of limitation or negative effect for a character that is hurt, exhausted or what have you before they succumb. Perhaps a variation of the Disoriented condition that renders a setback dice to all actions and add in the inability to perform 2 maneuvers in a round. Call it "Impaired" or something. It takes effect if the character is more than 50% to his threshold, wound or strain.
2. Stimpaks
The "healing potion" feel of these things bothers me a little, not to mention it seems odd that being submerged in a bacta tank under full medical supervision heals only one wound every two hours (one every six if incapacitated) yet you can catch a shot in the field and heal 5 instantly, up to 15 if you stack them at the max. They cost 25cr while the bacta and its tank will run you 4000+
Granted, the tank will heal critical injuries but the effect on 'wounds' seems really off in comparison.
In a recent read of "Heir to the Empire" Mara Jade used stimpaks to keep on her feet while escorting a captive Luke from a crash site through the jungle. The author's approach to the stimpak fit my own impression pretty well.
Taking the shot allowed her to ignore an injured ankle and travel on it. It also kept her from needing sleep and on her toes for several days. It also gave her the jitters from all the adrenaline and affected her abilities somewhat (almost dropping a weapon exchange from one hand to another and missing a shot)
My thought is the stimpak should "temporarily" provide relief from injury, and perhaps promote the healing of mild injuries but shouldn't automatically heal serious wounds outright. In addition there should be a downside to using them aside from the core rule of simply diminishing returns. Luke warns Mara in the book that if she keeps it up she will collapse.
Im thinking 1 wound healed for a stimpak and the temporary relief from 1 more. This lasts 24 hours, so the next day the player must 'take a wound' for each stimpak he used the day before. (That shouldn't require too much record keeping) In addition, while under the influence you suffer 1 strain for each stimpak taken and you incur the "Impaired" condition
You can stack them up to 5, as in the core rules - so you could recover from 10 wounds in the field, suffer 5 strain and have the impaired condition for a day. On the next day you would recover from 'impaired', recover your strain and suffer 5 wounds as the effects of those you suffered from the day before return. (Stimpak hangover)
Thoughts?