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I've got the bacta blues...
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griff
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PostPosted: Tue Feb 11, 2014 11:50 pm    Post subject: Reply with quote

Luwingo- I agree you would need medical knowhow to know what your looking at. I would have (a) medicine be the prerequisite for injury/ailment diagnosis. But have the D threshold low, maybe 1D+2 or 2D to start IAD at 1D.
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garhkal
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PostPosted: Wed Feb 12, 2014 12:31 am    Post subject: Reply with quote

Luwingo_Spince wrote:
Jmanski- Thank you for that suggestion but since the RAW has already established both as Advanced skills i don't see how they can be specializations of Medicine especially since neither are in the Technical Attribute.

Griff- True I think the medicine prerequisite reflects the medical knowledge to correctly diagnose a problem.

Atgxtg- I do have something like this in the medical sourcebook. I will try to expand it to include everything you mentioned.


Are you going to address the disparity between bacta tanks and med packs? as it is by the RAW, i can take someone from mortally wounded to fully healthy with 4 uses of First aid (assuming no failed rolls), 4 used med packs in 4 rounds (less than a full minute) but a bacta tank to do the same needs days.
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Luwingo_Spince
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PostPosted: Wed Feb 12, 2014 1:34 am    Post subject: Reply with quote

SWSE Pg 68.
A character can have multiple medpacs used on him, but
each use gets more difficult. For every medpac applied in a
standard 24 hour day, increase the difficulty of the medpac use
by one level.

As I read the rules you would have to make 4 difficult first aid rolls to pull that off. (hard but not impossible). If you miss any of those by 10 points you are done. So their are some drawbacks inherent in going that method.

But i do see your point why invest in Medicine and BTO when you could just jack up to the max your first aid skill.

I think the solution would be a house rule that medpacks act like control pain that it will get you through the battle but to permanently restore your character you need to take a dip in bacta.

Otherwise why throw luke in a bacta tank when a medpack, blanket and some hot chocolate would of done the same thing.
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Methedor
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PostPosted: Wed Feb 12, 2014 1:51 am    Post subject: Reply with quote

I'm using an HP system and tend to have injuries like a broken arm or ribs still have an effect even if a medkit was used to restore HP. This is under the thought that the 'kit isn't appropriate to restore functionality to the limb or completely alleviate the severe injury.

Remember the rules may say medkit restores characters, but that doesn't mean "my roll heals all!" Smile
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shootingwomprats
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PostPosted: Wed Feb 12, 2014 4:00 am    Post subject: Reply with quote

Here is a suggestion.

Medpacks require a certain amount of time to work on the body depending on how badly wounded the character is. Additional uses of a medpack are allowed after this time has elapsed. No more than four medpacks may be used on a character in a 24 hour period. Each additional use after the first increases the difficulty by one level.

Wounded: 6 hours between uses.
Incapacitated: 24 hours between uses.
Mortally Wounded: (6 days between uses.

Example: Ymerla is mortally wounded and is quickly stabilized by a party member. After taking time to assess the injuries and party member uses a medpac. Since Ymerla is mortally wounded the difficulty is 18. The party member has First Aid 4D and rolls 13, spends a character point, 4, spends a second character 3, for a total of 20. Ymerla now moves from mortally wounded to incapacitated. He can receive not additional benefit from using a medpac for 6 days. At that time the party member may use another one and if successful Ymerla would move from incapacitated to Wounded 2. He would not benefit from a medpac for 24 hours. At any time Ymerla could enter a hospital and get "proper" medical care or even stronger bacta treatments.

Crashkit
Type: Advanced Medical Kit
Skill: First Aid
Vost: 500
Availability: 1, F (sometimes R)
Game Notes: More advanced version of a medpac and has specialized equipment and drugs. It is expensive and unless your in the medical field, hard to stock. It requires First Aid 5D+ to use effectively or it acts as a medpac (equivalent to 6 medpacs). If used by a professional, task difficulties are lowered one rank (Difficult to Moderate, Moderate to Easy) but never lower than Easy.
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Last edited by shootingwomprats on Wed Feb 12, 2014 6:54 pm; edited 2 times in total
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garhkal
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PostPosted: Wed Feb 12, 2014 6:25 pm    Post subject: Reply with quote

Luwingo_Spince wrote:

I think the solution would be a house rule that medpacks act like control pain that it will get you through the battle but to permanently restore your character you need to take a dip in bacta.

Otherwise why throw luke in a bacta tank when a medpack, blanket and some hot chocolate would of done the same thing.


I could agree to that. Med packs only temporarily relieve the pain associated with a wound, but do not eliminate it entirely.
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jmanski
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PostPosted: Wed Feb 12, 2014 7:25 pm    Post subject: Reply with quote

Maybe I missed it, but where did you find the other medical advanced skills?
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Luwingo_Spince
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PostPosted: Wed Feb 12, 2014 8:48 pm    Post subject: Reply with quote

SWRE pg 239 two one-B medical droid or in Gry's droid stats for medical droids.
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Luwingo_Spince
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PostPosted: Wed Feb 12, 2014 8:58 pm    Post subject: Reply with quote

Here is the final stat block if everyone is cool with it i reduced the difficulty bonus from 2 levels to one since it now stacks with medicine.

Perception
(A) Injury/ailment diagnostics
Time taken: Varies due to the complexity of disease
Prerequisites: Alien species 3D, (A) Medicine 1D
Game Notes: When used to diagnose a disease Injury/ailment diagnostics will be at one lower difficulty level than when using a Medicine roll. This roll stacks with medicine skill roll when making diagnostics rolls. ex Carth has a medicine skill of 2D and an Injury/ailment diagnostics skill of 3D. When rolling for diagnosing a patient he would roll 5D. If the difficulty for diagnosis was Moderate it would be Easy if he used his diagnostics skill.
Capsule: An advanced skill. The ability to determine the identity of a disease or injury by a medical examination and ascertain the cause of the disorder from the symptoms.
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jmanski
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PostPosted: Thu Feb 13, 2014 12:35 am    Post subject: Reply with quote

I'm good with that. Well done.
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garhkal
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PostPosted: Thu Feb 13, 2014 3:09 am    Post subject: Reply with quote

One thing that needs to be figured out is, IS proper diagnosing of an injury/disease needed to actually properly treat someone?
If so, what then happens when a diagnosis is not made?
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Centinull
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PostPosted: Thu Feb 13, 2014 11:46 am    Post subject: Reply with quote

Injury Ailment Diagnosis should have fallen under Medicine.

It doesn't bother me that much, as I've reconciled that Star Wars skills overlap in application on occasion.
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griff
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PostPosted: Thu Feb 13, 2014 12:17 pm    Post subject: Reply with quote

Garhkal- a failed roll would lead to in improper diagnosis, "It's only a flesh wound" but really massive internal bleeding.
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Luwingo_Spince
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PostPosted: Thu Feb 13, 2014 12:29 pm    Post subject: Reply with quote

Centinull- I agree with your sentiment however we are constrained by RAW in this case. IAD is listed as a separate skill under PER.

Quote:
Garhkal- a failed roll would lead to in improper diagnosis, "It's only a flesh wound" but really massive internal bleeding.
This.

I have a fairly extensive writeup on the phases of disease which includes what happens if their is a misdiagnosis. Its on my home comp I will bring it out in chunks for peer review.
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Luwingo_Spince
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PostPosted: Thu Feb 13, 2014 8:03 pm    Post subject: Reply with quote

Here is the relevant part of phases of disease.
Phases of Disease
1. Exposure
2. Incubation
3. Symptoms
4. Medical Diagnosis
5. Treatment
6. Recovery/Long Term Sickness/Death

4. Medical Diagnosis
Medical diagnosis refers to the process of attempting to determine and/or identify a possible disease or disorder and the opinion reached by this process.

Treating physician or character must analyze the affected character identifying their symptoms and diagnosing their disease. If diagnosis roll fails, proceed to treatment with a +20 modifier to difficulty. If treatment fails use Misdiagnosis chart and repeat diagnosis phase.

Misdiagnosis Chart
1 Treatment interacts horribly with disease increase fatal damage by one level.
2,3 Treatment makes disease worse. +3 to difficulty to treat.
4,5 No change
6 Treatment provides clues about disease +2 to next diagnosis roll.
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