Healing Trance

By simpsonps121, in Star Wars: Force and Destiny RPG

Newb... trying to learn the game.

What is the value of Healing Trance? I am out of battle for 24 hours... and I get 1 wound back? I must be missing something... but I am not sure what...

Thanks for the help!!

It's more like "every scene of the movie" Heal some extra wounds.

There could be as many as 8 "encounters" in a 3-4 hour game session, with the 3 Ranks of the talent you could be healing 24 Wounds throughout a session without actually doing anything.

Really it's quite weak to begin with, and if you only commit to it for 1 or 2 encounters... but with more ranks in the talent it becomes real handy for the right character.

Uh oh... I am totally confused now... When does this "healing" take place? Whenever I do the trance?

"It says commit force die. For every full encounter Force die remains committed, heal 1 wound per rank of healing trance."

So I commit force die. And I go into a trance and can't do anything else? Or is this after X amount of encounters?

Thanks!!

There is no trance necessary, that's just a flowery description for the talent name. IT gives no action necessary in the description, so it doesn't take any action to use, other than the one necessary to commit the dice in the first place.

The healing happens at the end of each encounter, or, if there were no encounters for the day, at the end of a 24 hours period. It happens automatically, as long as the dice were committed. You are perfectly welcome to be doing just about anything else you want during that time.

The healing happens at the end of each encounter, or, if there were no encounters for the day, at the end of a 24 hours period. It happens automatically, as long as the dice were committed. You are perfectly welcome to be doing just about anything else you want during that time.

The point here being that you’ve committed the Force die/dice to healing yourself, and therefore you don’t have the die/those dice to use for other things during that time.

So, if you’re FR2 and you commit one Force Die to “Healing Trance”, then as you go through encounters in your game session, you will heal up by one point per force die/encounter. But if you drop that Healing Trance so that you can use that Force Die for something else, then you don’t get the healing anymore.

IMO, this talent gets more useful when you have a higher Force Rank and you have more ranks in the talent, and you can afford to go through multiple encounters in a session without having access to the Force dice that you’re willing to commit to healing yourself.

It's also a useful talent if you take lots of damage regularly and don't actually need your Force Dice for your main actions. In this role Healer is better as a secondary Specialisation, eg:

Combined with any of the Guardian Specs:

Armorer Healer with a Lightsaber

Peacekeeper Healer with a Melee weapon and focus on Field Commander

Protector Healer with a Pistol (good combo for physician and Stimpack Specialisation talents)

Soresu Healer with a Lightsaber (good for a High Intellect character)

Warden Healer is just a brute of a Brawler

Warleader with a pistol again

There is another talent that suggests "one encounter" = 12 hours when operating in downtime. This means that, after spending a day using HT, a character would heal 2HT+normal healing. It's not a particularly strong talent, but it's not useless either.

This is one of those talents where there is a total disconnect between the talent name ("Trance") and the actual game mechanic (no trance involved). To be honest, I think that the designers messed up with this one. The basic rulebook simply does not account for the Jedi/Force-user healing trance trope. (Unlike some earlier iterations of the SW RPG.)

(I also have a bone to pick with the word choice for the "Reflect" talent, but this is not the right thread for that.)

E.T.A.:

By the way, has anyone created a game mechanic which really does simulate the healing trance trope?

Edited by Bellona
2 hours ago, Bellona said:

By the way, has anyone created a game mechanic which really does simulate the healing trance trope?

Use the rules for a Bacta tank but say the rapid healing comes from the Force rather than Bacta?

On 12/15/2016 at 10:36 AM, HappyDaze said:

There is another talent that suggests "one encounter" = 12 hours when operating in downtime. This means that, after spending a day using HT, a character would heal 2HT+normal healing. It's not a particularly strong talent, but it's not useless either.

Do you remember which one is that?

Personally I think HT is plenty handy. Once my Magus gets his second force rating I will be getting even more bang for my buck from all those ranks of Channel Agony combined with HT from the spec.

On 7/5/2018 at 11:17 PM, HappyDaze said:

Use the rules for a Bacta tank but say the rapid healing comes from the Force rather than Bacta?

Hmmm. With a +1 wound healed (per time increment) for every rank of Healing Trance? I could go for that.

Then I just have to figure out if a Jedi/Force-user could put another Force-user into a healing trance. Maybe just having one rank in the Healing Trance talent will allow it?

And if the user/target is also immersed in bacta at the same time, then the two different healing effects might occur simultaneously, thus speeding up the recovery process immensely. That would be a good explanation for the effectivity of the Jedi healers during the Clone Wars and the Old Republic in general.

Edited by Bellona
Clarity