Does First Aid Check heal wound and temp ignore crit BOTH?

By Emirikol, in WFRP Rules Questions

Page 64 says that

"If first aid check is successful, the target character recovers from a number of nromal wounds equal to the number of successes generated, up to the target's toughness rating."

next paragraph:

"First Aid can also be used to temp ignore the dffects of critical wound. F.A. check must generate a number o successes equal to the crical wound's severity rating."

Does that mean that BOTH effects occur? Is a second maneuver required for the second effect? What's the official interpetation of RAW?

jh

To clarify: is it one maneuver( & first aid check )or two to heal and heal a crit?

jh

I think it's one maneuver and no I don't think it's both. I think you choose which you are trying to do. I'm not 100% sure though.

I think charlest is probably right. One maneuver, choose one effect or the other and roll for it. And since a character can only get one successful First Aid per encounter/scene that's all you can do. Also consider that you can take specializations in either normal wounds or critical wounds so that leads me to believe that one roll certainly doesn't do both otherwise your specialization would also be helping the other condition.

As far as realism goes, its hard to swallow the notion that a person with First Aid couldn't attempt to give that broken nose some relief while simultaneously bandaging up some nicks. If it really bothers you, let the total successes from the one roll be spent however the player wants, splitting them between a single crit and/or normal wounds. Wouldn't make a huge difference I don't think.

You have to what you're doing prior to rolling as the default difficulty is determined by what exactly you're attempting to accomplish.

"First Aid can also be used to temporarily ignore the effects of a critical wound..."

The risks of First Aid make it clear that these are separate actions, as the consequences of tending a critical wound are different than those of treating normal wounds.

"If this attempt was to tend to a critical wound, the target immediately suffers 1 normal wound in addition to the stress and fatigue." bottom p. 64

You wouldn't be able to do two First Aid checks anyways, so it's always one maneuver.

"Each character can only benefit from one successful First Aid check per Act during an encounter." p. 65

If you do allow the player to choose always apply the highest difficulty. I wouldn't allow the player to get off with an Easy check if there were Critical Wounds that required attention.

I agree that It's one check but I believe the check covers both circumstances.

So the answer to the question is yes. The target heal regular wounds AND if he has a critical hit with a severity equal to the success, it is ignored as well.

If he has several crits, and enough successes, the healer can chose which crits get ignored. I wouldn't allow this during combat though, maybe a rally step, depends. Story mode, sure.

I don't have the rules in front of me but I think the specializations of first aid is for lightly wounded targets or critically wounded targets, which refers to the state of the target, i.e. the difficulty of the roll, and not the kind of wounds you're trying to roll for (normal or critical).

Also bare in mind that in this system you can get wounded easily and allowed only one first aid per scene, so it should really count. You're bandaged and may have less wounds and may also suffer less from some critical for the next scene. I don't think it's overpowered or unbalancing. Actually, the other way around.

Roy.

As it has been mentioned, a character may benefit from only one first aid check per act, when you do that check, you must choose, to heal wounds, or treat a crit, the check does not do both.

The difficulty is base of 1d, you add 1d if the target is critically wounded, so any target with any crits is difficulty 2d. If you attempt to do first aid on yourself, the difficulty is increased by 1d as well. So first aid on my self is 2d base and 3d if I am critically wounded.

If you attempt to heal wounds, you heal one wound per success, upto the targets toughness charactaristic, if the target has a toughness of 3 and you get 5 successes, he gets 3 wounds back, the extra successes are lost.

If you attempt to treat a crit, the first step is to what crit you are trying to treat, if the target has 3 crits, of sevarity 1, 2 and 3, you must pick which one you are going to attempt to treat, before the roll is made, if you chose the sevarity 3 and only generate 2 successes, then the check fails, you do not roll first, then chose which wound you treat later. If you chose the 3 sevartiy wound above, and the roll generated 3 successes the crit is ignored for 24 hours, the RAW aren't totally clear as to what ignore means, obviously you ignore the text of the crit card, however it is unclear if that crit still counts toward the total number of crits required to kill a character.

If you roll to treat a critical, any boons you generate can be used to removed one normal wound from the target up to that targets toughness rating, so on the roll if you generate 2 boons, you can heal 2 wounds. Even if the check to heal the crit failed, you can still heal normal wounds with boons on this check.

NOTE: The limitation on first aid checks per act is, a character may only receive one successful first aid check per act... By the RAW a character can be treated for a crit, if that check fails to generate the number of successes required to treat the wound, the check fails, however the character heals a number of wounds = to the number of boon generated. That character may then receive another first aid check to either heal wounds, or treat a crit again. Of corse the GM may feel free to adjudicate this in any way s/he likes.

Personally I follow the logic that since a check to treat a crit can heal 1 wound/boon, I feel that the converse should be true as well, and it should inflict one wound/bane and not the 1 wound if two banes are generated that the RAW indicates. It seems that if attempt to treat of festering wound with first aid, it should be just as easy if not easier to inflict damage than it is to heal it.

BCA said:

As it has been mentioned, a character may benefit from only one first aid check per act, when you do that check, you must choose, to heal wounds, or treat a crit, the check does not do both.

The difficulty is base of 1d, you add 1d if the target is critically wounded, so any target with any crits is difficulty 2d. If you attempt to do first aid on yourself, the difficulty is increased by 1d as well. So first aid on my self is 2d base and 3d if I am critically wounded.

If you attempt to heal wounds, you heal one wound per success, upto the targets toughness charactaristic, if the target has a toughness of 3 and you get 5 successes, he gets 3 wounds back, the extra successes are lost.

If you attempt to treat a crit, the first step is to what crit you are trying to treat, if the target has 3 crits, of sevarity 1, 2 and 3, you must pick which one you are going to attempt to treat, before the roll is made, if you chose the sevarity 3 and only generate 2 successes, then the check fails, you do not roll first, then chose which wound you treat later. If you chose the 3 sevartiy wound above, and the roll generated 3 successes the crit is ignored for 24 hours, the RAW aren't totally clear as to what ignore means, obviously you ignore the text of the crit card, however it is unclear if that crit still counts toward the total number of crits required to kill a character.

If you roll to treat a critical, any boons you generate can be used to removed one normal wound from the target up to that targets toughness rating, so on the roll if you generate 2 boons, you can heal 2 wounds. Even if the check to heal the crit failed, you can still heal normal wounds with boons on this check.

The rules only say that you ignore the effects of the crit for 24 hours. It still counts as a crit towards total number of crits and if not removed by a night's rest, the effects kick in again.

When using First Aid to provide Immediate Care and choosing to treat a critical wound, you do not heal normal wounds equal to boons rolled. That only happens when you make a Resilience check to heal a crit.

If you fail to heal a crit, you can try again to heal the same crit, a different crit, or heal normal wounds, but once you succeed at any First Aid attempt you cannot attempt it again during the same Act (in an encounter) or during the same scene in story mode.