Heal/Harm

By LordEnforcer, in Star Wars: Force and Destiny RPG

If I have an intellect of 3 and Heal/Harm basic and control-1....

If I generate 4 light side pips or 4 dark side pips for example.. how much heal/harm could I do maximum?

6 minutes ago, LordEnforcer said:

If I have an intellect of 3 and Heal/Harm basic and control-1....

If I generate 4 light side pips or 4 dark side pips for example.. how much heal/harm could I do maximum?

You heal three wounds. The base heal power allows you to heal up to your Intellect in Wounds, and cannot be activated multiple times. The first Control upgrade simply allows you to heal Strain if you didn't roll any black pips. If you want to be able to heal additional Wounds, you need the far left bottom tier Control upgrade, as well as some ranks in Medicine.

does the amount of successes matter? do they add to damage or heal?

Just now, LordEnforcer said:

does the amount of successes matter? do they add to damage or heal?

Nope. You're not rolling a skill check, just a Force power check, so all you roll are your Force Dice. If you want to be able to heal more than that, you need Strength upgrades, and those you can activate multiple times.

3 minutes ago, LordEnforcer said:

does the amount of successes matter? do they add to damage or heal?

2 minutes ago, Tramp Graphics said:

You're  not rolling  a skill check  , just a  Force power check  ,  so   all you  roll are your Force Dice.

One caveat: the Control Upgrade that allows you to heal critical injuries. This one does have you roll a combined Force power & Medicine skill check, but the Success is already spoken for (successful check = one healed crit).

i see then if you only have an intellect of 2 or 3 and a medicine of 2 or 3 this skill really isnt that good

Just now, LordEnforcer said:

i see then if you only have an intellect of 2 or 3 and a medicine of 2 or 3 this skill really isnt that good

Well, it's better than nothing. I have a character with a 3 Intellect and no ranks in Medicine. And the power does come in handy. IT gets better if you have the strength upgrades and Force Rating to power it though. My character has an FR 4, but only the base power so far. Once he gets even one Strength Upgrade, however, he could potentially heal up to ten wounds, assuming he maxed out his white pips on a Force roll by rolling all double whites on the Force Dice (which I have actually done before). So, even having no ranks in Medicine, if you have the right upgrades, and roll enough Force Pips, you can potentially heal quite a bit.

14 minutes ago, LordEnforcer said:

i see then if you only have an intellect of 2 or 3 and a medicine of 2 or 3 this skill really isnt that good

So here's the breakdown.

With this power, you can mimic the effects of a stimpack at 0 material cost (although it takes an action, rather than a maneuver). You can perform this power up to 5 times per day, per target. That means with an Intellect of 3 and just the basic power, you could heal up to 15 wounds per target, per day. This is the same exact wounds healable by stimpacks, which diminish in return.

If your Intellect is at 4 at starting,* then you can do a much better job of healing than stimpacks on average.

The best strategy is to use stimpacks until their returns start to diminish, and then use Heal, so as to get the max healing possible.

All this changes with the upgrades, as @Tramp Graphics pointed out above. Heal starts being a powerhouse of restorative energy, the more XP you invest in it.

*Intellect is really the golden characteristic in F&D; it is the key to crafting, modding, & computer slicing, not to mention the Soresu fighting style and the Heal/Harm power! Anytime I've tried to go high Intellect in a F&D game there have always been at least two other players with Intellect 4+...

35 minutes ago, Tramp Graphics said:

Well, it's better than nothing. I have a character with a 3 Intellect and no ranks in Medicine. And the power does come in handy. IT gets better if you have the strength upgrades and Force Rating to power it though. My character has an FR 4, but only the base power so far. Once he gets even one Strength Upgrade, however, he could potentially heal up to ten wounds, assuming he maxed out his white pips on a Force roll by rolling all double whites on the Force Dice (which I have actually done before). So, even having no ranks in Medicine, if you have the right upgrades, and roll enough Force Pips, you can potentially heal quite a bit.

how does force rating help I have a FR or 2 and soon to have FR3

Please breakdown how you could get to heal up to 10 wounds

Edited by LordEnforcer
Just now, LordEnforcer said:

how does force rating help I have a FR or 2 and soon to have FR3

The higher your Force rating, the more Force Pips you can potentially roll (be they black, white, or any combination thereof). I once rolled eight white Force Pips on four Force Dice when making an enhanced Piloting check. This was the roll:

Piloting : 2eA+1eP+4eF+3eD 1 success, 1 threat, 8 Light Side
a-a-a.png a-a.png p-s-s.png f-ls-ls.png f-ls-ls.png f-ls-ls.png f-ls-ls.png d-th-th.png d-th.png d-f-th.png

Now, imagine rolling that on a Heal check, with at least one Strength upgrade. With only three Force Dice, your potential maximum roll is only 6 Force Pips. with an FR 2, it's only 4, etc. Thus, the higher your Force Rating, the better, at least once you have the right upgrades.

The bit that perhaps isn't clear is that the Strength upgrade lets you increase wounds healed by 1 per rank of Strength upgrades by spending a Force Pip. So, say you have 4 pips rolled, and an Int of 3, you use 1 to succeed in the base ability, and heal 3 wounds, and 3 more to heal another 3 wounds using Strength upgrade.

2 minutes ago, Darzil said:

The bit that perhaps isn't clear is that the Strength upgrade lets you increase wounds healed by 1 per rank of Strength upgrades by spending a Force Pip. So, say you have 4 pips rolled, and an Int of 3, you use 1 to succeed in the base ability, and heal 3 wounds, and 3 more to heal another 3 wounds using Strength upgrade.

Exactly.

ok so it DOES matters about how many force points you roll.. that is what I am asking

so once again If I have a 3 intellect and 2 FR and heal/harm basic and one STR upgrade... let say I roll 4 light side points

would heal 4 (3 intellect and 1 for str upgrade) or 8 (3 intellect and 1 for str upgrade and 4 white force points)

1 minute ago, LordEnforcer said:

ok so it DOES matters about how many force points you roll.. that is what I am asking

so once again If I have a 3 intellect and 2 FR and heal/harm basic and one STR upgrade... let say I roll 4 light side points

would heal 4 (3 intellect and 1 for str upgrade) or 8 (3 intellect and 1 for str upgrade and 4 white force points)

Colour doesn't matter (except whether you spend destiny and gain conflict)

would heal 6 wounds, 1 pip to succeed with heal and heal 3 wounds, 3 pips to activate strength upgrade 3 times and heal another 3.

6 minutes ago, LordEnforcer said:

ok so it DOES matters about how many force points you roll.. that is what I am asking

so once again If I have a 3 intellect and 2 FR and heal/harm basic and one STR upgrade... let say I roll 4 light side points

would heal 4 (3 intellect and 1 for str upgrade) or 8 (3 intellect and 1 for str upgrade and 4 white force points)

3 minutes ago, Darzil said:

Colour doesn't matter (except whether you spend destiny and gain conflict)

would heal 6 wounds, 1 pip to succeed with heal and heal 3 wounds, 3 pips to activate strength upgrade 3 times and heal another 3.

@Darzil nailed it. You could heal six wounds with Four LSPs if you had one Strength upgrade and didn’t use any pips on magnitude or range upgrades. If you had both Strength upgrades you would heal nine Wounds.

35 minutes ago, Darzil said:

Colour doesn't matter (except whether you spend destiny and gain conflict)

would heal 6 wounds, 1 pip to succeed with heal and heal 3 wounds, 3 pips to activate strength upgrade 3 times and heal another 3.

why 3 pips to activate str?

16 minutes ago, LordEnforcer said:

why 3 pips to activate str?

1 Force point per activation of the upgrade.

yes i know but why 3 pips when I am only using the STR upgrade and basic still... isnt that only 2 pips?

If you rolled four pips, you spend one to activate the base power. Then you can spend one pip to activate the Strenght upgrade. You can also spend the other two FP to activate the Strength upgrade two more times. This heals additional wounds.

ok got it

9 hours ago, Tramp Graphics said:

The first Control upgrade simply allows you to heal Strain if you didn't roll any black pips.

no you can roll black pips you just can't use them if you wish to heal strain as well

Another thing to remember is that while the power itself is limited by the same "uses per day" caveat of stimpacks, it does not have a reduction in amount of healing done like stimpacks (see top of page 293 for details on this limitation).

Heal/Harm is a very expensive power, mostly because it is two powers in one. As others have mentioned you have the strength upgrade to use additional pips to heal more wounds. You also have the Control: Medicine upgrade which increases the base power's healing/wounds by ranks in medicine.

There is also the upgrade to remove statuses, another to remove crits, and to heal strain. Stimpacks by themselves can do all 0 of these.

Also, Heal/Harm remains the one ability capable of resuscitating/resurrecting the dead within a short timespan.