The mighty First Aid

By GauntZero, in Game Mechanics

Am I the only öne who has an issue with first Aid ?

Ever since has operative healing been an issue in RPGs...

The current interpretation is quite overpowered i would say.

1.) It is based on Agility, which is already too strong and not fitting to the chirurgeon.

--> should better be exchanged for Int

2.) First Aid can even be done during combat ? Without restrictions ?

What if thentarget or the healer or both are currently in melee ??

3.) 2 AP or even only 1 AP as chirurgeon is way too fast. Thats 3-6 seconds !

At least double the needed time !

4.) The number of healable wounds is not limited - that means a nearly dead acolyte with 5 wounds can be healed easily by a skilled medicae.

It should only be alloed to heal 1 wound per acolyte per hour with first aid.

At the current state, a skilled chirurgeon easily can heal 4 wounds in one turn.

Thats faster than an enemy can wound someone...

Or did I get something awefully wrong ?

No, sounds about right. One way to maybe make First Aid a bit more balanced, but still useful, would be to not address individual wounds, but rather make a first aid roll on the target (I'd actually stick with agility, as it limits the potential of first aid, due to the expensive advances and the fact the chirurgeon otherwise would only need one stat), then, the target recovers wounds equal to the DoS (or maybe one on success, and then another one for each 2 DoS, something like that. Would obviously need some testing to balance the numbers), maybe with a limit like the treating character's IB or his ranks in Medicae. Of course, the rule that only one first aid roll can be made per target (per encounter, I'd say) stays in, anything else has to be done via extended care.

As I said, some testing would need to be done on the exact numbers here, but I believe this might be a possible way to fix the currently somewhat broken first aid action.

What, if First Aid was not able to heal Wounds, but the non-permanent effects of wounds ?

Would also be more realistic. It takes away the pain / Stunning / Blood Loss / Crippling ... effect of a specific wound.

I see no reason why a wound should disappear.

First off: First Aid should be strong, because the world is quite deadly and there is a character role that specialises on Medicae

To adress your points:

1) Yes, i agree it should be Intelligence.

2) Yes, for simplicity. I guess First aid in 40k will be something like applying drugs or painkillers etc.

3) Yes, 4 AP (or 2 AP for Chirurgeon) seems right to me.

4) I don't think it should heal a wound. First aid should lessen the "wound effect bonus" a wound (+5) or critical Wound (+10) gives. But the suffered wound effects remain.

Lets say it's a +0 Medicae test and every DoS reduces the wound effect bonus by 1. My guess would be to a Minimum of +2 for a normal wound and +4 for a critical wound. This effect should be temporary (10 minutes?)

Only one wound is affected per test and every wound can only be treated once by First aid.

This way the wound isn't removed, but the target's life is extended. The victim can survive more wounds (10+ seem possible with excellent chirurgeon), but will be in lethal danger after the battle. Everyone involved knows their buddy with 9 wounds will die if the chirurgeon can't save him. This can make for interesting scenes.

Of course the rules for medicae would also have to be modified, because the "extended care" use of the Medicae Skill isn't supposed to do that. So maybe this new "emergency surgery" use of Medicae could do what first aid does now.

Edited by Sanguinius40k

I agree that your proposal is a good idea but extends the bookkeeping a little far.

If the effect of wounds can be limited, I would prefer a dual system: non-treated (+5/+10) an treated (+3/+6).

I gave my proposal a second thought and i had the same idea.

First Aid as a Medicae-Test with a pentalty equal to the total number of wounds times 5. If successfull a number of wounds equal to the DoS counts as treated. Additional tries are possible, but the DoS dont stack. The next test simply has to achieve more DoS to treat more wounds. Every try after the first inflicts 1 level of fatigue to the "victim".

This way you dont need much bookkeeping.

Example: Poor Evedor has suffered 4 Wounds from gunshots. He gets First Aid by his Pal Chiru. Chiru has a Skill of 60. This is a -20 Medicae Test (-5 * 4). He gets lucky and rolls a 18. The Test results in 3 DoS. This means 3 Wounds are treated and 1 is not.Evedor now has an effective wound effect modifier of 14 (3*3+1*5) instead of 20 (4*5).

Evedor suffers another wound for a total of 5. He still has 3 treated wounds, but now 2 untreated ones. This would be a -25 Medicae Test. Chiru would need 4 DoS for 4 treated wounds and Evedor would suffer a level of fatigue. 5 DoS for 5 treated wounds aren't possible because of his skill of 60.

Edited by Sanguinius40k

A good cocept. Would love to see this implemented.