Resilience Checks

By Baraqiel42, in Star Wars: Edge of the Empire RPG

I was wondering how often you all make or require Resilience checks? My players might be headed for a few chases, not to mention being three meters, 21 feet from a bomb they delivered.

I ask because I don't want to influence my players into dumping experience into resilience ranks unless it's pretty important, and I never saw that before.

This group does have a tendency to solve problems the hard way.

It's good for natural healing, resisting toxins & pathogens, resisting environmental hazards, and overcoming fatigue. It depends on how much those things come up in your game.

20 minutes ago, Baraqiel42 said:

I was wondering how often you all make or require Resilience checks? My players might be headed for a few chases, not to mention being three meters, 21 feet from a bomb they delivered.

I ask because I don't want to influence my players into dumping experience into resilience ranks unless it's pretty important, and I never saw that before.

This group does have a tendency to solve problems the hard way.

I never liked the 1 Wound healed with just rest rule, it seemed goofy to me that a muscular healthy PC with lots of wounds would take longer to recover than some Brawn-1, 98 lbs. weakling. so I made a house-rule that with good nite's sleep in a decent place, they roll a Resilience check using their current wound Difficulty and add successes to their Brawn score to determine how many wounds they heal. That could be modified with environment adding Boost or Setbacks as appropriate. It was more relevant in my fantasy Genesys game where they all tended to take much harder beatings, but it made a good Resilience score very valuable.

3 hours ago, 2P51 said:

I never liked the 1 Wound healed with just rest rule, it seemed goofy to me that a muscular healthy PC with lots of wounds would take longer to recover than some Brawn-1, 98 lbs. weakling. so I made a house-rule that with good nite's sleep in a decent place, they roll a Resilience check using their current wound Difficulty and add successes to their Brawn score to determine how many wounds they heal. That could be modified with environment adding Boost or Setbacks as appropriate. It was more relevant in my fantasy Genesys game where they all tended to take much harder beatings, but it made a good Resilience score very valuable.

There are other stupid bits here too. The idea that tracking Wounds stops at 2 x WT makes it so that the tough guy with WT 24 that gets taken out by the light blaster cannons on the AT-ST can't be woken by a full barrage of 5 stimpacks but his little buddy with WT 12 can be up on his feet after the same drug cocktail.

😂😂😂 You both make valid points.

I suppose you could increase the severity any criticals suffered once a character reaches their 2x threshold.

I figured I was just being paranoid.

11 hours ago, HappyDaze said:

There are other stupid bits here too. The idea that tracking Wounds stops at 2 x WT makes it so that the tough guy with WT 24 that gets taken out by the light blaster cannons on the AT-ST can't be woken by a full barrage of 5 stimpacks but his little buddy with WT 12 can be up on his feet after the same drug cocktail.

I hadn't really thought about it but you're right. I suppose tying how may Wounds are healed by a Stimpack directly to patient Brawn while still doing the reduce by 1W to a minimum of 1W healed with the same 5 dose hard cap/24 hours would solve that.

27 minutes ago, 2P51 said:

I hadn't really thought about it but you're right. I suppose tying how may Wounds are healed by a Stimpack directly to patient Brawn while still doing the reduce by 1W to a minimum of 1W healed with the same 5 dose hard cap/24 hours would solve that.

I just address it by removing the 2 x WT cap on how many Wounds can be suffered. Now the little guy is way over his WT and five stimpacks still leaves him unconscious too.

3 minutes ago, HappyDaze said:

I just address it by removing the 2 x WT cap on how many Wounds can be suffered. Now the little guy is way over his WT and five stimpacks still leaves him unconscious too.

I guess my issue is that big strong healthy people should respond better to rest and treatment better than out of shape wuss bags.

Why not recover half the brawn value (rounded up) / day? This way the average sentient recovers 1 wound RAW, but bigger brawn results in quicker recovery

1 hour ago, 2P51 said:

I guess my issue is that big strong healthy people should respond better to rest and treatment better than out of shape wuss bags.

It wouldn't be hard to also have daily Wound healing be based on successes from Brawn/Resilience check (instead of just 1 Wound). Coupled with stimpacks, tough guy is almost always going to recover faster than wuss guy.

42 minutes ago, Rimsen said:

Why not recover half the brawn value (rounded up) / day? This way the average sentient recovers 1 wound RAW, but bigger brawn results in quicker recovery

Resilience should matter as much or more than Brawn alone.

27 minutes ago, HappyDaze said:

It wouldn't be hard to also have daily Wound healing be based on successes from Brawn/Resilience check (instead of just 1 Wound). Coupled with stimpacks, tough guy is almost always going to recover faster than wuss guy.

That's what I already do.

5 minutes ago, 2P51 said:

That's what I already do.

So the only change I'd suggest is removing the 2 x WT limit on tracking damage suffered so it becomes possible to get laid up for several days of unconciousness even if you're not in danger of dying.

I've toyed with a simple maximum WT limit of WT + 20 (+10? +15?). So, everyone regardless of Brawn has the same limit "gap". Adding HD's Resilience (Brawn) check for natural healing of Wounds each day (instead of the 1 Wound per day of rest) with an equal "unconscious gap" for everyone means high Brawn or people with Resilience will heal up and become conscious more quickly.

Thoughts?

HappyDaze doesn't your Wound healing action make Medicine obsolete or am I missing something? It seems to be the same check using Resilience (Brawn) instead of Medicine PLUS you get to add Brawn to the number of successes AND Medicine checks are only once per encounter you were wounded, not allowed everyday (unless I'm doing it wrong, I've used it like first aid). Also, with Successes + Brawn, are wounds healing up much more quickly then RAW's 1 per day unless its a party of weaklings without Resilience? Why not remove the Brawn addition to successes since Brawn is already a benefit to the natural heal roll? Also, is the daily rolling more tedious then just saying, "you need X days to heal from your X wounds?".

Rimsen's idea of 1/2 Brawn per day might be much simpler and still comparable to RAW. If you want Resilience to matter, perhaps make it 1 Wound healed per 2 Points of Brawn + Resilience. So, average Joe with Brawn 2 and no Resilience skill heals 1 Wound per day like RAW. But Thor with Brawn 5 and Resilience 3 heals 4 Wounds per day. And you avoid the tedious rolls of every character in the party rolling Resilience checks repeatedly per day after an ***-whooping?

On ‎1‎/‎7‎/‎2019 at 12:49 PM, Baraqiel42 said:

I suppose you could increase the severity any criticals suffered once a character reaches their 2x threshold.

Once you hit the 2x threshold double the cumulative to +20 instead of +10? Too devastating?

I've disliked that once a character has reached the limit, there is no difference between getting punched for 1 damage vs. getting hit by a blaster cannon for 20. They both just cause the same crit roll since wounds are no longer being applied. I suppose it doesn't matter much since, unless you have an evil GM, characters at their WT limit are unconscious anyway and not being targeted much?

I toyed with something like adding the final damage of the attack that caused the crit roll (in addition to the +10?). Thus, taking 1 damage after soak with a crit gives +1 to the crit roll while getting walloped for 15 damage after soak with a crit gives +15 to the crit roll.

My brain is hurting and/or the coffee has worn off. I'll stop.

Edited by Sturn
3 hours ago, Sturn said:

Rimsen's idea of 1/2 Brawn per day might be much simpler and still comparable to RAW. If you want Resilience to matter, perhaps make it 1 Wound healed per 2 Points of Brawn + Resilience. So, average Joe with Brawn 2 and no Resilience skill heals 1 Wound per day like RAW. But Thor with Brawn 5 and Resilience 3 heals 4 Wounds per day. And you avoid the tedious rolls of every character in the party rolling Resilience checks repeatedly per day after an ***-whooping?

With more thought, wouldn't this take care of the issue of high Brawn becoming conscious again less slowly (needs more healing)? Compare Brawn 2 and Brawn 5 with max. damage (double WT) naturally healing. Brawn 2 has WT 12 needs to heal 13 to be conscious. Brawn 5 with WT 15 needs 16 to be conscious again. The Brawn 2 at 1 per day needs 13 days natural healing. The Brawn 5 heals 2 per day so needs only 8 days.

This doesn't help with the stimpack healing though. It will still take more stimpacks to get the high Brawn up unless you give some sort of bonus to high Brawn or Resilience characters for stimpack and medicine checks.

This has brought up another issue for me. Wounds are supposed to be superficial stuff. Minor wounds vs. the critical injuries which are much more serious. But, wounds are what makes a person go unconscious. With RAW, you could go unconscious from exceeding WT by 5 points and suffer 1 Easy critical injury that you recover from in one round. First aid is attempted and fails and you don't have other means of healing. So, you have several minor wounds and 1 critical that you've already recovered from, but you won't wake up for 5 days per RAW?!

Should success on the first aid Medicine check allow consciousness even if the character is not healed below WT? Just add that any strenuous activity will cause the person to go unconscious again (and so have to wait for other natural or stimpack-type healing to become conscious).

4 hours ago, Sturn said:

HappyDaze doesn't your

I don't actually use the Brawn/Resilience for natural healing. That was a suggestion to incorporate Resilience, and I believe 2P51 uses such a system, so he might have more feedback.

I do remove the 2 x WT cap on tracking Wounds. A character with Soak 4 hit by an AT-ST's twin light blasters with 1 success and two advantage is taking 92 Wounds after Soak regardless of his WT. That's also going to have some Critical Injuries in there (and I use the +50 on each for being caused by a planetary scale attack, so basically +50 on the first and +60 on the second). Assuming the character survives, even stimpacks and medical care won't have him back on his feet very quickly.

My method of using Resilience checks in no way removes the value of Medicine. If you can't rest you don't get to roll, pretty simple. Takes hours of rest in a 'restful', comfortable, warm, dry place, with access to food and water/appropriate sustenance. Medicine isn't particularly limited in any fashion.

My way just provides for big tough high WT character in great shape, the realistic opportunity to recover from injury faster than a mewling weakling, as opposed to the existing mechanics where they each recover at the exact same rate via rest, which makes no sense at all.

If PCs have access to Bacta Tanks Medicine is already pretty weak.

Edited by 2P51

I use Resilience checks when PCs exceed their Wound Threshold. Instead of instantly becoming incapacitated, I let them make a check to see if they can limp on to the end of the Encounter (although they still suffer the crit, of course). Makes them slightly less glass cannon-y, and brings the skill into more prominence.

Interesting ideas on wound recovery. Regarding the whole 2x wound threshold cap and being laid out for several days/weeks, I altered the rules for my table. They personally don't want to get knocked out for an entire session and have nothing to do, so I let them come back up when an encounter finishes at 1 wound below threshold and still with the same amount of strain/crits on them, so they can be easily incapacitated again or potentially killed if they get into another combat. It makes it more dangerous if multiple battles happen within a short period of time but it satisfies the desire of not wanting to be unconscious during the session.

On 1/7/2019 at 5:22 AM, 2P51 said:

I never liked the 1 Wound healed with just rest rule, it seemed goofy to me that a muscular healthy PC with lots of wounds would take longer to recover than some Brawn-1, 98 lbs. weakling. so I made a house-rule that with good nite's sleep in a decent place, they roll a Resilience check using their current wound Difficulty and add successes to their Brawn score to determine how many wounds they heal. That could be modified with environment adding Boost or Setbacks as appropriate. It was more relevant in my fantasy Genesys game where they all tended to take much harder beatings, but it made a good Resilience score very valuable.

I based my own House Rule on this, after experiencing your Rule in play. (It just was too fast of a healing process in my opinion).

I'll now handle it in the following way and see if it fits better:

Upon a good night's rest, a character can attempt one Resilience check with the difficulty according to their state of health as normal.
They then heal an amount of wounds equal to 1 + Successes up to their Brawn Rating.

I haven't had this in play yet, but it incorporates Resilience and Brawn while not speeding up the recovery times by insane amounts. (Healing a maximum of 7 wounds on a night's sleep is still pretty much broken though).

I have though about letting them recover up to Brawn/2 but then it would be a waste to even make the check in the first place for an average sentient, which isnt fun.

With respect to the discussion of the wound limit of twice your threshold, here's my house-rule:

You stop counting wounds once you reach twice your threshold, as normal. However, any time you would take wounds above that limit, you instead take a critical injury, and the roll is increased by however many wounds over the limit you would go (in addition to any other modifiers that apply).

So a beefy dude with a threshold of 22 can take much more punishment before he starts taking automatic critical hits, but that doesn't change the fact that his body did, in fact, take all that punishment. It's just not as severe. But considering that he took enough trauma that would, at best, give a normal person one critical injury at a +30... it makes sense why he might need more medicine before he recovers. He's trading more recovery time needed for not risking death or permanent injury.