Knocked Out by Strain

By thetodd, in Game Masters

Hey there - sorry if this is an obvious question, but last night during our first session, we had a player knocked out by strain.

At the end of the combat, does that player make a check to recover strain as normal? What about medically treating strain? Should you use successes instead of advantage if you're intentionally trying to help the character recover strain?

What if neither the medical provider or the player successfully recover strain? When can another check be made?

Thanks!

That's a good question, I'd like an answer to that too. The only time it's happened so far in my game has been the party getting captured, so narratively I didn't have them wake up for a few hours.

For a Medicine check, I'd say only advantages can recover strain, because if you're trying to recover wounds and only get advantages, you can't translate that to wounds either. At least, that's RAW.

The Corebook (p.220) doesn't exclude an incapacitated character from making the Cool check to recover strain, so I'd say they still do. Also, it says that a full night's sleep recovers all strain, so maybe prorate the recovery rate by their strain threshold to recover ST/8 strain per hour rest.

All that being said, biggest thing to remember is that it's a game, and the goal is fun. If you can make it into a fun plot point that the rest of the party has to carry him around or leave someone behind to look after him, then go for it. If it's just in the way and would make for a bad experience, just have him recover to ST-1 strain and keep moving.

Edited by cvtheoman

I'd like to highlight the third question. With medicine checks, when can a new medicine check be made if the first doesn't bring a character around?

I'd also like to highlight the amusing avatar progression thus far on this thread.

Edited by Kirdan Kenobi

I'd like to highlight the third question. With medicine checks, when can a new medicine check be made if the first doesn't bring a character around?

I'd also like to highlight the amusing avatar progression thus far on this thread.

I wouldn't call for a repeat check. You can retry the check if something has significantly changed the circumstances. Otherwise a failed roll is a failed roll.

Edit: sorry to break up the avatar thing you guys have going.

Edited by Dbuntu

[deleted to fix broken formatting]

Edited by cvtheoman

I'd like to highlight the third question. With medicine checks, when can a new medicine check be made if the first doesn't bring a character around?

as there is only so much good first aid can do to help a character

- until they get to somewhere that has better medical facilities (e.g. their ship, a hospital, a base-camp, etc.), or

- if they are wounded in another firefight as it says once per encounter. and if you have back-to-back firefights, it might seriously endanger the characers if you don't let them use first aid on new wounds. then again, your plot may decide that's a good thing.

I'd also like to highlight the amusing avatar progression thus far on this thread.

a-wings ftw. we don't need your scum. :P

Edited by cvtheoman

A character can make a simple Discipline or Cool check after an encounter to recover Strain. If that fails there's no guidance on how long you have to wait to try again, but I'd play it up narratively. If time isn't critical, they just wake up after an hour (or get another check). If the situation is desperate, let the other players use other skills to get a reaction (think of the scene in the Abyss...fight! fiiiight!). So Coercion or even Leadership might be able to come into play, where any successes/advantages here might provide boost dice on another Discipline check.

I'm not a fan of multiple rolls...eventually a success will be had...but if it can be done with narrative tension it might be worth it.

Edit, corrected: replaced Resilience with Discipline

Edited by whafrog

I like the suggestion of doing what:

1. Is most fun

1b. Makes sense with the narrative.

RAW is so D20.

A character can make a simple Resilience check after an encounter to recover Strain. If that fails there's no guidance on how long you have to wait to try again, but I'd play it up narratively. If time isn't critical, they just wake up after an hour (or get another check). If the situation is desperate, let the other players use other skills to get a reaction (think of the scene in the Abyss...fight! fiiiight!). So Coercion or even Leadership might be able to come into play, where any successes/advantages here might provide boost dice on another Resilience or even Discipline check.

I'm not a fan of multiple rolls...eventually a success will be had...but if it can be done with narrative tension it might be worth it.

RAW is a Cool check, though Resilience makes about as much sense.

Edited by cvtheoman

RAW is a Cool check, though Resilience makes about as much sense.

Oops, yes it's either Cool or Discipline (I prefer the latter).