medicine check question

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

When administering aid, once per encounter, you can use a medicine check to heal wounds.

1- Do you cancel successes and failures when determining the amount healed? Both sections in thebook say you heal a number of wounds equal to successes... it does not say excess successes, like it does with other skills.

2- Is this medicine check, once per encounter, and the Cool check made at the end of the encounter constitute the only ways to recover fatigue? Other than spending advantages during attacks or a whole nights rest?

Thank you. Sorry for the bad wording.

1- Do you cancel successes and failures when determining the amount healed? Both sections in thebook say you heal a number of wounds equal to successes... it does not say excess successes, like it does with other skills.

2- Is this medicine check, once per encounter, and the Cool check made at the end of the encounter constitute the only ways to recover fatigue? Other than spending advantages during attacks or a whole nights rest?

1) You still cancel failures and successes. Evaluating the dice pool (and subsequently determining success and degree of success) doesn't happen until after you have done the canceling. Excess successes refers to the successes rolled, after canceling with failures, beyond the one you needed to succeed at what you were doing.

Edited by kelann08

Always cancel success/failures, and threats/advantages. Cancelling is always implied, even if all the text says is "equal to number of successes". The implication is uncancelled successes, always.

Note - Simple (-) checks contain no difficulty dice, so there is no cancelling.

When performing any skill check, be it a combat check or one pertaining to a skill, you always take the net result. Your net is what is left after cancellations.

Always cancel success/failures, and threats/advantages. Cancelling is always implied, even if all the text says is "equal to number of successes". The implication is uncancelled successes, always.

Note - Simple (-) checks contain no difficulty dice, so there is no cancelling.

Simple checks can have Setback dice added to them, and then cancelling occurs as usual.

Always cancel success/failures, and threats/advantages. Cancelling is always implied, even if all the text says is "equal to number of successes". The implication is uncancelled successes, always.

Note - Simple (-) checks contain no difficulty dice, so there is no cancelling.

Simple checks can have Setback dice added to them, and then cancelling occurs as usual.

very true.