How long does First Aid Medicine check last?
Posted: 08 July 2010 08:53 AM   [ Ignore ]
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So under 7.11.12, ‘Healing,’ the book states that you can use the Medicine skill to heal characters by increasing their regen rates.  It does not say how long this effect lasts.  Anyone had any experience with this, or does everyone just use Weilding to heal people?

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Posted: 08 July 2010 09:42 AM   [ Ignore ]   [ # 1 ]
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In my games we go with these assumptions on the medicine skill checks.

Reducing Bleeds: This covers things like Sutures, Application of Styptic and bandages.
This is instantaneous and happens when you make a successful Skill check.

Resuscitation: This covers CPR, de-fibrillation or the use of adrenaline to bring someone back before they’ve “crossed over”
This is also instantaneous and happens when you make a successful Skill Check.

Regeneration Rate Increase: This covers the bonus to healing you get when “following doctors orders” as in Bed rest, taking it easy or walking with a crutch.
The rate increase occurs when you make the check but usually it goes away when you do anything strenuous. Depending on how severely your injured that could mean a lot of things. In cases of extreme injury I rule that you lose the bonus as soon as you get out of bed until someone makes a new check, in the case of minor injuries it sticks around until you do some wind sprints or punch someone in the junk.

Hopefully that helps. I think the time was left vague specifically so we could come up with the reasons above. If they have stated flat out that the regeneration lasts for so many cycles it would be easier to find some way to abuse it then force the abuse on the GM by using RAW arguments.

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Posted: 08 July 2010 05:09 PM   [ Ignore ]   [ # 2 ]
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Blackrabite has a good set of assumptions there.
On regeneration, I would way that the regeneration rate stays elevated until the “patient” does something other than rest (not necessarily sleep).
Once they get up and start force marching, tracking, running, etc… then the improved rate goes away.

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Posted: 08 July 2010 06:05 PM   [ Ignore ]   [ # 3 ]
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Thanks for the help.  I guess I was just surprised that there wasn’t a flat heal that First Aid could provide - like, make your Med check, heal 1d8 Health Pool type of thing.  I guess that’s why you buy chems and stay friendly with your Weilders.

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Posted: 08 July 2010 06:55 PM   [ Ignore ]   [ # 4 ]
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I like this way, games where medicine flat out restore HP are unrealistic

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Posted: 10 July 2010 07:50 PM   [ Ignore ]   [ # 5 ]
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I have a different system for the Regen rate increase.

I believe the increased Regen is caused by covering up existing wounds, applying antiseptic etc.
so, it should restore health equivalent to the lost health at the time of the skill check
when the skill check is made, the character gets an effect called Increase Regen (Magnitude) (HP)
where magnitude is the amount of step increases and hp is the amount of missing health at the time.
each time the character gains health from hp Regen, they subtract that from the effect.

For example
Someone a max of 31hp is reduced to 1hp.  after a skill check with a dc of 20 the effect will be: Increase Regen (1) (30)
time passes and the character gains 15 hp from Regen. the effect will now be: Increase Regen (1) (15)

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Posted: 23 August 2010 07:01 AM   [ Ignore ]   [ # 6 ]
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