05-31-2016, 09:00 AM | #1 |
Join Date: Jul 2013
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Haste and Improvised Equipment with First Aid.
Hey guys,
A couple of questions here: So you can make use of haste with the First Aid skill, taking a -1 per 10% reduction in time taken, my first question is what's the maximum realistic penalty you could take. Both for bandaging and treating shock. As a follow-up to that, what are you actually doing to speed it up so much? Part of it will obviously just be doing the same things but quicker, but are there any tricks or shortcuts involved? Second question is what effective TL do you work at if you don't have access to appropriate equipment. I swear I read somewhere that you're treated as TL 5 if you'd normally be TL6 or higher if you're using improvised equipment, but I can't find it now. Thanks. |
05-31-2016, 09:11 AM | #2 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Haste and Improvised Equipment with First Aid.
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05-31-2016, 09:23 AM | #3 | |
☣
Join Date: Sep 2004
Location: Southeast NC
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Re: Haste and Improvised Equipment with First Aid.
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I'd be tempted to say effective TL doesn't change, you just use the rule for missing equipment giving penalties. First Aid TL is probably about as much about technique as equipment.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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05-31-2016, 10:08 AM | #4 | ||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Haste and Improvised Equipment with First Aid.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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05-31-2016, 11:23 AM | #5 | |
Join Date: Jul 2013
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Re: Haste and Improvised Equipment with First Aid.
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05-31-2016, 11:38 AM | #6 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Haste and Improvised Equipment with First Aid.
Bio-Tech p124 has Phage-impregnated bandages at TL7, Haemostatic ones at TL8, and Bandage spray at TL9. At TL10+, things get all different and are in Ultra-Tech.
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05-31-2016, 11:51 AM | #7 |
Join Date: Jul 2013
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Re: Haste and Improvised Equipment with First Aid.
Sorry, I know all that, my question was more, at higher TL equipment begins to change more substantially, should that reduce the amount you can heal when using improvised equipment?
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05-31-2016, 12:06 PM | #8 | |
Join Date: Sep 2007
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Re: Haste and Improvised Equipment with First Aid.
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First Aid doesn't have variation in amount of HP restored by bandaging (it's just 1 HP or 0), but the generic equipment modifiers will apply a skill penalty. That's a statistical reduction in healing done by under-equipped First Aid, though you won't see a change in each individual case. HP restored by treating shock does vary by TL; missing the higher tech equipment will limit the healing done as well as provide equipment penalties. Missing the Ultra-Tech gear, you obviously don't get whatever bonus healing is written in those item descriptions, so again the total healing available goes down when the best tech is missing. |
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05-31-2016, 12:09 PM | #9 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Haste and Improvised Equipment with First Aid.
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Granted... I wouldn't allow for "Treating In Haste" unless it was a highly cinematic campaign. |
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05-31-2016, 12:14 PM | #10 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Haste and Improvised Equipment with First Aid.
Quote:
For an example, Cory Doctrow's novel Down and Out in the Magic Kingdom is set in a future where everyone's minds are backed up regularly, and the answer to all mental health problems is "Wipe, and restore from backup", which is a bit of a problem for the protagonist, whose backup hardware hasn't worked for a while (this is the start of the story, not a spoiler of its resolution). In that future, traditional medical skills have atrophied, whereas in others, doctors would complain about the lack of regen rays, and fall back on suturing, operating at TL6.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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