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I've got the bacta blues...
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The Brain
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PostPosted: Fri Feb 14, 2014 5:38 am    Post subject: Re: I've got the bacta blues... Reply with quote

Luwingo_Spince wrote:
So I been working on a Medical Sourcebook for awhile now. 155 pages so far. Shocked


Kewlness any idea when it will be ready?
Btw my house rule is that medpacs can only heal 1 level of damage per day (reviving stunned and stabilizing mortally wounded characters is not counted and can be done multiple times per day) since part of how they do that is with a broad spectrum metabolic accelerator meds that put a strain on the body and even produce waste heat that could literally cook a patient if abused. Bacta tanks provide more precise monitoring of the patient along with acting as a heat sink for the patient's now turbocharged metabolism. As well as acting as a medium to provide the body with a supplemental source of raw materials (proteins, minerals, etc.) to rebuild itself.
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Luwingo_Spince
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PostPosted: Fri Feb 14, 2014 12:13 pm    Post subject: Reply with quote

Well it about 90% done. Everytime i think i'm through i find something new that i have to stat or takes me on a new tangent. They say projects are never done they are just abandoned. Laughing

i not only like the house rule but its cool that you thought so deeply about the process behind the rule. Kudos!
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garhkal
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PostPosted: Fri Feb 14, 2014 2:53 pm    Post subject: Reply with quote

I look forward to seeing your medical source book..
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Luwingo_Spince
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PostPosted: Fri Feb 14, 2014 5:26 pm    Post subject: Reply with quote

ok this might be opening up a can of worms but since we did such a good job of the 2 established Advanced skills.

I thought maybe we do what jmanski proposed and use the rules established in Hideouts and Strongholds pg3,4 on Specializations for Advanced skills.

Basically that each specialization of Medicine would have separate preregs.

So here is a list of specializations that i found for medicine
Medicine (A)
Specializations: Species (Human, Wookie, etc.), or field of study
(A) Medicine: Trauma
(A) Medicine: Battlefield
(A) Medicine: Cyborging
(A) Medicine: Bioengineering
(A) Medicine: Genetics
(A) Medicine: Bacta Production
(A) Medicine: Pharmacology
(A) Medicine: Psychology
(A) Medicine: Surgery
(A) Medicine: Anesthesia
(A) Medicine: Drug Formulas
(A) Medicine: Infant Delivery
(A) Medicine: Herbal Remedies
(A) Medicine: Cardiology
(A) Medicine: medicines
Not sure if we will be able to find skills for all of them but we will see.

So let's start with Medicine: Cyborging how about Droid repair 4D and computer programming/repair 3D as preregs? does that make sense should they be higher or lower or different skills?


Last edited by Luwingo_Spince on Fri Feb 14, 2014 6:58 pm; edited 1 time in total
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Quetzacotl
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PostPosted: Fri Feb 14, 2014 6:21 pm    Post subject: Reply with quote

One thing eludes me:
How comes I can use the general skill, Medicine (A) with just first Aid on 5D, but when I specialize in it, I have different prerequists?

That doesn't really make any sense to me.
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Luwingo_Spince
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PostPosted: Fri Feb 14, 2014 6:42 pm    Post subject: Reply with quote

Well if you look at the example of engineering that is in hideouts and strongholds it states: Because the (A)engineering skill involves so many
separate and complex activities and fields of study. you need to have different fields of knowledge in order to do a particular field of study.

The same could be said of Doctors that why their is so many fields of study.
Could a General doctor do heart surgery? Probably but wouldn't you want a specialist? That specialist requires specialized knowledge that sets him apart form a general doctor. This is what i'm hoping to convey.
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Quetzacotl
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PostPosted: Fri Feb 14, 2014 6:52 pm    Post subject: Reply with quote

Well that special knowledge would be the Specialization.

So Medicine: Cyborging would have the special knowledge that you need for that stuff, no other skills required.

Using to much prerequirements and "cross skills" just ends up in a mess you don't really wanna have (believe me, you don't. Have already seen enough of that in TDE and you just don't want that in SW. The real beauty of the SW D6 System is that it is comparabley simple in design, which I see as a big plus for it).

For your example:
For a heart surgery I wouldn't want someone who is good in assembling miniature models or the like but someone who is specialized and trained in performing surgeries on the heart.
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Luwingo_Spince
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PostPosted: Fri Feb 14, 2014 7:03 pm    Post subject: Reply with quote

I understand what you are saying about simplicity. But we already have a precedent for preregs in RAW for specializations for Advanced skills though. It is in Hideouts and strongholds for the (A) Engineering skill.

Quote:
For your example:
For a heart surgery I wouldn't want someone who is good in assembling miniature models or the like but someone who is specialized and trained in performing surgeries on the heart.


I think we are saying the same thing here. I was talking about someone who is trained to perform surgeries on the heart. This requires specialized training that a normal doctor wouldn't get.

If the general consensus is not to pursue this I won't, it was something that had been proposed earlier and my thoughts were that it was something people wanted to see.


Last edited by Luwingo_Spince on Fri Feb 14, 2014 7:07 pm; edited 1 time in total
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Quetzacotl
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PostPosted: Fri Feb 14, 2014 7:06 pm    Post subject: Reply with quote

Well, it is one thing to have prerequirements for (A) skills, but you want to go even further and have som fore the specializations for those (A) skills, which, for me, takes it a little to far.

But that's just me, don't let me stop you from persuing this path, it all depends on how you want to play that game and what works best for your group.
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Luwingo_Spince
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PostPosted: Fri Feb 14, 2014 7:08 pm    Post subject: Reply with quote

No the example in RAW is for preregs for the specializations of an advanced skill not the advanced skill alone.
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Quetzacotl
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PostPosted: Fri Feb 14, 2014 7:13 pm    Post subject: Reply with quote

Well, good thing then that I haven't read "Hideouts and Strongholds" yet and now probably never will, because I don't like the sound of that at all.
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The Brain
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PostPosted: Fri Feb 14, 2014 10:51 pm    Post subject: Reply with quote

Luwingo_Spince wrote:
i not only like the house rule but its cool that you thought so deeply about the process behind the rule. Kudos!


Well I always thought there should be a logical reason for why it looks like they're trying to drown a critically injured Luke in Empire Laughing
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garhkal
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PostPosted: Sat Feb 15, 2014 1:20 am    Post subject: Reply with quote

Luwingo_Spince wrote:
(A) Medicine: Trauma
(A) Medicine: Battlefield
(A) Medicine: Cyborging
(A) Medicine: Bioengineering
(A) Medicine: Genetics
(A) Medicine: Bacta Production
(A) Medicine: Pharmacology
(A) Medicine: Psychology
(A) Medicine: Surgery
(A) Medicine: Anesthesia
(A) Medicine: Drug Formulas
(A) Medicine: Infant Delivery
(A) Medicine: Herbal Remedies
(A) Medicine: Cardiology
(A) Medicine: medicines

Trauma, surgery/battle field medication and anesthesia i would lump into one group. Infant delivery/herbal/genetics/drug formulas/pharmacology i would lump into a 2nd, though genetics could also be in a third group with bioengineering.

As for cybernetics, i could see droid programming and (A) Medicine or surgery being needed.
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Centinull
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PostPosted: Sat Feb 15, 2014 2:18 am    Post subject: Reply with quote

(A) Engineering is like Scholar, you have to take a field of study. That's why they each have different prerequisites.

(A) Medicine is not like that, and it's specializations should not need prerequisites beyond fist aid.


Last edited by Centinull on Sat Feb 15, 2014 12:01 pm; edited 1 time in total
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Lane Arroway
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PostPosted: Sat Feb 15, 2014 8:53 am    Post subject: Reply with quote

Quetzacotl wrote:
Quote:
Well, good thing then that I haven't read "Hideouts and Strongholds" yet and now probably never will, because I don't like the sound of that at all.


I wouldn't avoid the book entirely. Like the name suggests, it covers building bases and structures in different terrains. It also has example bases that could be used in adventures. I like the crashed space ship myself.

The advanced skills are included to explain what skills engineers need to design and build these bases.
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