Stimpacks

By Jomero, in Game Masters

Am I reading this correctly in the rulebook?

A character who is actively engaged in combat, in order to use a stimpack must:

1. Have a free hand available.

2. Use a maneuver to retrieve the stimpack.

3. Use another maneuver to inject the stimpack.

4. Use yet another maneuver to stow the stimpack injector/syringe (since the picture shows that's what it appears to use).

How does everyone else handle the use of stimpack retrieval and use?

For my group, so far it's been a not-very-firm houserule that retrieving, using, and then stowing a stimpack is just one maneuver. With how much damage the players can receive in a single encounter, this hasn't felt overpowered.... yet.

I'd say there's no need to store it afterwards - they're one use items, I always assumed a one-time autoinjector of some sort.

Also, I would also rule that if a character is using a two-handed weapon he could transfer it to one hand for a couple of seconds as an Incidental.

In my game it's been a single maneuver also, but in the past week I've been thinking that yes, it really should be two maneuvers - one to draw it and one to use it.

I've been wondering the same thing. We've played it pretty much the same way, as one maneuver total.

I don't foresee it being a major problem, especially with the limitations already in place on stimpacks in that they can only be used 5 times (and each time less potent than the last) in a day, for a total of 15 wounds healed.

I view that as the same method of keeping D&D Barbarians in check (whose powerful rages reset after a rest): Keep the party from resting as often by either throwing more combat at them per day or some other environmental factors.

Edited by Jomero

Yeah, I think the idea is that 'retrieving and using a stimpack' is just a maneuver.

It's already a maneuver to retrieve something on your person, and the way stimpacks are described as working, you literally just push it up against your skin and it auto-injects the good juice into you, which wouldn't take more than an incidental anyway.

As for the free hand thing, don't worry about that either. It's simple enough to hold onto your carbine with one hand for the few seconds it takes to grab your stimpack and shoot yourself up with it.

Now, if you're hanging from the bottom of Cloud City or something, maybe a Coordination check is in order...

Edited by Rikoshi

Here is a lengthy thread on this on Google+ Community https://plus.google.com/109660663401260259529/posts/6qGq7UAEDda

In the end...page 202 (under Manage Gear) spells it out. One maneuver to grab from an accessible spot. One additional maneuver to use.

Well except that same section also implies that retrieving extra ammo and reloading your weapon is also a single maneuver, so I don't see why a stimpack would be different.

This game is much more about narrative flair and fluid combat rounds, not the "economy of actions" embodied by d20.

Yeah I can go either way on that one. As mentioned, it's pretty much just plunge it into your skin and go, but the section on stimpacks does say it's a maneuver to use one. On the other it does say it's a maneuver to draw your weapon and there are talents to let you get things faster. Still, unless my players start abusing it I would probably let them pull it out and use as one maneuver.

Edit: If the ammo clip description had said it takes a maneuver to load then I would fully embrace the one maneuver to pull out and use stimpack, but (afb) I don't think it does whereas the stimpack description does specifically say it's one maneuver. While it might be as simple as pressing into your skin to use, you might have to move some armor aside or have to inject into a vein so some time and care (a maneuver) is needed. Then there's the situation of injecting it into an ally as opposed to yourself. Also, unlike the d20 economy of actions in this game you could do all that and still shoot or take another action (you just would have to take 2 points of strain)

Not really arguing with anyone, just giving my thoughts to myself on how I would rule. As mentioned, unless my players started using them like candy I would probably just go with one maneuver to draw and use (especially with the diminishing return), but if it became an issue I could point to the book and argue the other way

Edited by IceBear

Of course, the Quickdraw talent would make drawing a stimpack an Incidental. So allowing one to be drawn and used in one maneuver does sort of decrease the value of Quickdraw, since stimpacks is one of the items most commonly drawn in a combat situation.

Agreed, I think the RAW is saying, one maneuver to draw the stimpack and one to use it. Just commenting that, given the diminishing return on using them, it's probably not horribly broken to allow them to be drawn and used as one maneuver. Personally I'm going to try to stick with one maneuver to draw it out and one to use, for now. My players actually like tactical play so the economy of actions they actually prefer, but if they start finding the battles going against them (as of right now they tend to mop the floor) then I could see me allowing it as one maneuver.

Might be a good use for the Vigilance skill: with a successful check, you thought ahead and placed one stimpack per 2 successes in easy-to-access pockets, where drawing them counts as an Incidental.

Yeah, I'm with Krieger22 on this, sort of :ph34r: if my player(s) specifically state that they have their stimpaks in a bandoleer across their chest for ease of access (like the doc in my group has specified multiple times), that is one manoeuvre to retrieve and inject.

If its in bag, backpack, pocket, I could be inclined to require a manoeuvre to retrieve it (unless Quick Draw), in addition a manoeuvre to inject.

So, new item for those that need it.

Stim-bandoleer

This bandoleer is carried across the chest, or similar central and ease of access location of the species. It can hold up to 5 stim packs ready for immediate use.

Special quality : Innate talent [Quick Draw] - applies to stimpacks only.

Encumbrance: - (total of simpacks, if they have 0 as I believe [i'm AFB], I'd say 5 could equate 1 in this case, as a trade off).

Cost/rarity: 75 credits/5

Last week we had a staff training session on using Epipens, auto injectors for adrenaline used in case of anaphylactic reaction to allergies. Every time I looked at an Epipen I kept thinking, "stimpack."

Yeah, I'm with Krieger22 on this, sort of :ph34r: if my player(s) specifically state that they have their stimpaks in a bandoleer across their chest for ease of access (like the doc in my group has specified multiple times), that is one manoeuvre to retrieve and inject.

If its in bag, backpack, pocket, I could be inclined to require a manoeuvre to retrieve it (unless Quick Draw), in addition a manoeuvre to inject.

So, new item for those that need it.

Stim-bandoleer

This bandoleer is carried across the chest, or similar central and ease of access location of the species. It can hold up to 5 stim packs ready for immediate use.

Special quality : Innate talent [Quick Draw] - applies to stimpacks only.

Encumbrance: - (total of simpacks, if they have 0 as I believe [i'm AFB], I'd say 5 could equate 1 in this case, as a trade off).

Cost/rarity: 75 credits/5

The issue with this approach, however, is that you've now set a precedent that any item can be retrieved as a free incidental action as long as it's located in a "convenient" location.

Yet by this logic you would have to grant every weapon holster, every grenade bandolier, and every belt-clip the innate Quick Draw talent.

The rules-as-written make it very clear that this isn't supposed to be the case, so are you prepared to go that far?

Personally I'm thinking that it'd be a maneuver to draw the stimpack, but an incidental to use it.

But going by the description of stimpacks in the equipment chapter, it states pretty clearly that just using a stimpack is a maneuver, which I'd say would be separate (at least based on wording) from drawing said stimpack from where it was being kept.

Probably will wind-up house-ruling that using a stimpack is an incidental rather than a full-fledged maneuver. It's a minor thing, but could be an important distinction in certain instances.

1) The issue with this approach, however, is that you've now set a precedent that any item can be retrieved as a free incidental action as long as it's located in a "convenient" location.

2) Yet by this logic you would have to grant every weapon holster, every grenade bandolier, and every belt-clip the innate Quick Draw talent.

3) The rules-as-written make it very clear that this isn't supposed to be the case, so are you prepared to go that far?

1) No I haven't, that is a simplistic and deterministic interpretation. It's a de-contextualisation that deserves a slap.

2) Also untrue and a silly statement. I would have to do no such thing. I could, but I wouldn't have to, so stop saying stupid things like that and telling me what I would have to do because I had an idea. Moron.

3) Well by RAW I can increase my encumbrance threshold through gear, modify my weapon and armour to gain access to talents and abilities I cannot otherwise get, so I would not say that this goes against RAI, nor RAW.

1) The issue with this approach, however, is that you've now set a precedent that any item can be retrieved as a free incidental action as long as it's located in a "convenient" location.

2) Yet by this logic you would have to grant every weapon holster, every grenade bandolier, and every belt-clip the innate Quick Draw talent.

3) The rules-as-written make it very clear that this isn't supposed to be the case, so are you prepared to go that far?

1) No I haven't, that is a simplistic and deterministic interpretation. It's a de-contextualisation that deserves a slap.

2) Also untrue and a silly statement. I would have to do no such thing. I could, but I wouldn't have to, so stop saying stupid things like that and telling me what I would have to do because I had an idea. Moron.

3) Well by RAW I can increase my encumbrance threshold through gear, modify my weapon and armour to gain access to talents and abilities I cannot otherwise get, so I would not say that this goes against RAI, nor RAW.

Don't be surprised if the response is something like, "You mad bro?"

In all the years I've visited visited forums, I don't think I've ever seen such a sudden, inexplicable, and vitriolic outburst to a polite and innocent comment.

I'm not even going to dignify it with a response.

Simply put: double move to access and then use the stimpack. I prefer to keep all the extra house rules to a minimum, because with my players, the moment I tell them "well if it's in your chest pocket fine, just one move" then pretty soon they're wearing double strapped bandoleers and whatnot.

The game is balanced around a double move for removal and usage. I would consider "dropping it to the ground" a "free" action like in Pathfinder, but if you want to stow it for refill (if thats possible) then that'd be another move.

In all the years I've visited visited forums, I don't think I've ever seen such a sudden, inexplicable, and vitriolic outburst to a polite and innocent comment.

I'm not even going to dignify it with a response.

the moment I tell them "well if it's in your chest pocket fine, just one move" then pretty soon they're wearing double strapped bandoleers and whatnot.

Precisely, When you say something like, " Well normally it would cost a maneuver; but since it's right there on your bandolier I'll allow you to retrieve it as an incidental ," you've established the precendent that the "retrieve an item from 'intentory'" action is a maneuver if the item is stored inconveniently; but only an incidental if the item is in a convenient "quick-access" location.

Thus, the next time a PC wants to draw a blaster that's right there in his holster , the player has every reason to expect that this will also be an incidental. And the next time the PC wants to grab a grenade that's clipped to his belt for easy reach , the player has every reason to expect that this will also be an incidental. And so forth.

So if the players decide to start covering themselves with double-bandoliers so that they can reach almost all of their items as incidental actions, you can't blame them. You've already told them this would work, and you can't say no without being arbitrary and inconsistent.

Basically you have to choose: Either (1) you'll make it a general house-rule that all items can be retrieved from "inventory" as an incidental action provided they're quick and easy to reach or (2) all items require a maneuver to retrieve from "inventory" (as per the rules as written).

In all the years I've visited visited forums, I don't think I've ever seen such a sudden, inexplicable, and vitriolic outburst to a polite and innocent comment.

I'm not even going to dignify it with a response.

A technicality, but I believe that the above would qualify as a response.

A technicality, but no it wouldn't.

In all the years I've visited visited forums, I don't think I've ever seen such a sudden, inexplicable, and vitriolic outburst to a polite and innocent comment.

I'm not even going to dignify it with a response.

It's a response, and a silly one. Your initial comment was neither polite nor innocent. It was presumptuous and deterministic. Simple. It required nor deserved any other response.

Don't be surprised if the response is something like, "You mad bro?"

It sort of was... but not half as entertaining as your suggestion was. I wish s/he said "You mad bro?"

Basically you have to choose: Either (1) you'll make it a general house-rule that all items can be retrieved from "inventory" as an incidental action provided they're quick and easy to reach or (2) all items require a maneuver to retrieve from "inventory" (as per the rules as written).

That whole claim is a fallacy based in a simplistic, deterministic lack of personal creativity. It's a false binary statement that is senseless.

What about the quick draw talent? What about weapons that are modified with attachments? These are "rules as written" modifications, there is nothing in the way of adding it to other aspects of the game...