I think everyone has said what they had to say on the topic...
Wounds, Strain and Stimpaks - slight adjustment
OMGSTIMPACKSROCKILOVESTIMPACKS!
Okay, I take it back...
Laugh, just woke up and read that. Should be a great day.
<snip>
There is already a “Stim Application” talent in the Doctor tree from EotE and the Medic tree from AoR, and that can have some quite significant effects. In a previous game, we used it all the time.
What that talent didn’t have and should have, is the associated drawbacks like being jittery, addiction, etc….
The jitters is a good explanation for the strain the target takes. Addiction could vary from group-to-group, which could be why the left it out.
Considering wounds are an abstract mechanic representing fatigue, wear and tear, and scrapes and bruises, I see no problem with how powerful stimpacks are.
If your goal as a GM is to make your PCs feel hurt or have their life threatened, go crit heavy. Lethal Blows 1 or 2, Vicious 1 or 2, and 3 existing critical injuries and all of a sudden any given crit roll can kill a PC.
Edited by rowdyoctopusShame, I guess the interest in this thread died out. I
Not died out, just on hold. I haven't decided yet how I want to change this, still waiting for my next session. And since we're sort of "mid-cliffhanger", I don't want to change things up for the players just yet. We'll wait for some down time and discuss it. The only thing I'm iffy on is, if the threshold is increased, what happens when it runs out? If you run up wounds, say 5 over your threshold, you could be out 5 days sleeping it off. Changing stimpacks means changing other aspects of healing, it's all tied together.
So while I don't like the "magic healing potion" aspect of stimpacks, I'm going to carry on for now.
Edited by whafrogI decided to try the rules I posted a few posts above in our next game (minus the effects of Threat and Failure on the rolls, I didn't want it to bog down)
Both seem to echo the medical skills above them but at a lesser efficiency and with a solid downside, which was my goal.
Worth trying anyway... Stimpak and Bacta Patches cost 50cr by the way, encumbrance 0 and rarity 2
I decided to try the rules I posted a few posts above in our next game (minus the effects of Threat and Failure on the rolls, I didn't want it to bog down)
Both seem to echo the medical skills above them but at a lesser efficiency and with a solid downside, which was my goal.
Worth trying anyway... Stimpak and Bacta Patches cost 50cr by the way, encumbrance 0 and rarity 2
Please come back and tell us how it went, what tweaks you made, etc.
Will do. I ran the rules by my players and they are on board but of course they have less experience with the system than I do so...
Lets see after we play.
Their first adventure involves recovering a cache of lost Nergon-14 at the bottom of a collapsed mining facility. A rival blows their entry route behind them and they will have to find their way not only to the cache but back out. There is a particularly nasty strain of predatory wildlife that has tunneled into the complex since its destruction a few years prior and therefor there should be plenty of chances to try the healing rules out. (not to mention a scavenger team that beat the party to the site and initially defends their turf until they wind up trapped together)
I'm a firm believer in the abstract wounds system so stimpacks don't bother me; crits are the real wounds. I just chalk it up to painkillers and some stimulants to cover the immediate fatigue and injuries and the bacta to slowly heal up the cuts and bruises while the painkillers keep you from noticing it.
I hear you Ahrimon and I dont believe my suggestions change that in any way. What I do think they do is address the practice of loading up on cheap 25 cr stimpaks because they are as or more efficient at healing than a medic, physician or bacta tank when healing those cuts and bruises.
I hear you Ahrimon and I dont believe my suggestions change that in any way. What I do think they do is address the practice of loading up on cheap 25 cr stimpaks because they are as or more efficient at healing than a medic, physician or bacta tank when healing those cuts and bruises.
I think that's a fair concern if you have a doctor/medic/healer/instructor in the party, but if you don't, I think you'll end up pressuring someone into "playing the cleric". That's the kind of situation I think Stimpacks are meant to avoid. In which case, your doctors are still going to shine in treating critical injuries, which are far more detrimental to a character.
There are multiple ways to address your stimpack issue. You could come up with an in-game reason for stimpacks being rarer or more expensive. It makes sense that in a galaxy where the central government is currently in a long, drawn-out war, that medical supplies are going to be at a premium.
Or perhaps, stimpacks do not make an appearance at all in your campaign, except for the once-a-scene stimpacks that you are allowed if you have a possession of the Medpac. This keeps the action going (which was one of the main points of the stimpacks in the first place), but still limits their use. This is also gives the GM's the ability to say that they've run out after some time. At which point, they'll have to go to an outpost to stock up on medical supplies and such.
Edited by kaosoeIf your characters load up on these packs, have them drop from their pockets during fights and break with multiple threat or despair rolls. Ask them how they think it is reasonable to walk around with more than 2 siringes in their pockets. Try to get them to be involved in RPGing and not in board/computer gaming.
If all that fails then have everyone attack them with stun setting until they come back to reality.
In my group there is a medic and everyone carries 1 stimpack at a time (if they remember to buy one) and claim it would be ridiculous to carry more because in their words "why would we?" usually they even only use them to patch up someone else and not even themselves.
My group have bought stimpacks but rarely use them. Even before one of them started taking medic talents. It should be pointed out that medical specialists get talents which allow them to rival stimpacks, plus they also get talents which allow them to do more healing using a stimpack. At the end of the day though the only thing that should matter is how your table prefers to handle them.
We will see how it plays out. Right now the changes I made increase their cost, decrease their effectiveness a bit and provide a bit of a negative impact when using them. BUT.. they are still there for the obvious reasons they were included in the core rules to begin with.