| Seisho |
I think it's not unlikely that those kinds of items are availible in different forms. You could even gibe them all own advantages and disadvantages (Potion harder to apply of target unconcious, hypo spray might be less effective if the patient has a high natural armor...)
So it could have all kinds of forms: Potion, Hypo, Pill...maybe even a patch and a suppository! :P
| ENHenry |
| 3 people marked this as a favorite. |
...So it could have all kinds of forms: Potion, Hypo, Pill...maybe even... a suppository! :P
(Middle of a pitched gun battle, plasma bolts flying overhead)
Vesk: Keskodai! I need healing! NOW!
Keskodai: This one has one healing item left... but...
(Pause)
Vesk: WELL...?!?!
Keskodai: THAT one will not like it...
| Torbyne |
I would like the description to be nice and vauge, "marketed in a variety of formats, this broad class can be solid, liquid or even directed spray, applied topically or imbiebed. Once consumed the serum restores HP as listed on table X." So long as its the same kind of action to apply and we are clear on if that action provokes or not than its all a matter of flavor if it is a pill, injector, silly putty etc.
... I want mine to be grape chewables please.
| TheGoofyGE3K |
I'm hoping for creatures that, over time, will produce certain positive effects Ala phlox's pets from enterprise. Maybe something that's less common (lesser restoration, or cure blindness/deafness, but there's side effects. Like a fort save or have to wear it for a week. Only thing is, they can't be milked for their stuff, as it loses potency quickly.
Could be fun :D
| Aratrok |
I'm hoping for creatures that, over time, will produce certain positive effects Ala phlox's pets from enterprise. Maybe something that's less common (lesser restoration, or cure blindness/deafness, but there's side effects. Like a fort save or have to wear it for a week. Only thing is, they can't be milked for their stuff, as it loses potency quickly.
Could be fun :D
As far as I can tell, resolve exists primarily as an attempt to introduce hitpoint attrition back into the game's economy. Roughly half of your health pool (the part that gets damaged first) can only be refreshed either on-the-spot right after taking damage, or by spending a daily resource. Whether or not you think that's a good thing is a matter of taste (I don't like it personally, but it's defensible, especially for certain kinds of grittier stories), but that's pretty much what it does- walk things back to when you ran low on hitpoints for the day and needed to rest or go into fights extra fragile, instead of the d20 era where hitpoint attrition doesn't exist at all and PCs with a reasonable amount of health restoring supplies (read: wands) play more like action heroes.
Options that restore Resolve would ratchet that back, so it's unlikely Paizo will intentionally do that. It's plausible that resolve recovery could pop up in a Player Companion or some other product with generally less oversight and just gets banned from Starfinder Society, but you'll probably never see it in a core book or AP.
| Admiral Malice |
If Resolve isn't easily refilled, then the fact that one of the previewed cybernetics gives you a whopping +1 bonus to one Reflex save for 1 Resolve point is starting to worry me. With a resource that's so important, such a minuscule bonus seems more like a trap for new players than anything else.
If you can do it post roll that wouldn't be terrible. Of course any game with tons of options is going to have some traps.
| Zwordsman |
Out of curiousity.. has anyone seen the "heal" skill (or whatever it would be in this ) at all?
i'm curious.. the heal skill was basically useless most of the time in pathfinder. Unless you picked up the skill unlocks, but even then it took an hour unless you had one of 3 specific class abilities...
but with the idea of quick medic in this. I'm wondering if the heal skill healing will actually be useful or not.
Like.. modern day "trauma packs" come pretty close to rapid care, not full heal of course.. but by the time there are space ships and such. I gotta imagine the traumapacks will be amazing by then. Closer to Star Trek style med kits.
I would love if a crew could get by with heal skills, over night or in an hour, with magic or items for in combat quick heals
| Jimbles the Mediocre |
| 2 people marked this as a favorite. |
I like the fact that you can't build a resolve-spammy character, so it's a resource everyone needs to watch.
I may represent my players' resolve points with physical tokens that they need to spend. That way, they feel the resolve economy more keenly, and I can reward creative or ambitious actions with refunded resolve points.
| Seisho |
| 1 person marked this as a favorite. |
I like the fact that you can't build a resolve-spammy character, so it's a resource everyone needs to watch.
I may represent my players' resolve points with physical tokens that they need to spend. That way, they feel the resolve economy more keenly, and I can reward creative or ambitious actions with refunded resolve points.
Make sure to hand out non-edible tokens
| David knott 242 |
Zwordsman wrote:Out of curiousity.. has anyone seen the "heal" skill (or whatever it would be in this ) at all?It's called Medicine now.
And it appears to be Int-based rather than Wis-based (per the excerpts shown by EN World). That would suggest that healing has a more scientific basis in Starfinder than in Pathfinder.
| Kilusa |
Back to the point a little I always invisioned the healing items or any form of potion to be injection their are clear rules for injection weapons and making a needle that you can stab into your vesk tank when he goes down would make most since and is close to modern day fast acting medical items.
Especially since some races may not have a mouth, a spray works for most wounds but would require a long time to get to the wound and apply and there are already defined items like this that are longer term care such as sprayflesh. On top of that how would you spray a potion of fire breathing (random example)
Injection would work for both defensive and offensive potions as well instead of throwing one you would shoot it with a needle, or use a drug as in the core book. And having a needle is a lot easier to carry then a flask or can.
That being said there are arguments that could be made against this but I think that they leave it up to us how to flavor these items our own way.
| Nixitur |
Well, Serums definitely can not be used with injection. The rules state pretty clearly that it's something you drink. Also, it's a full action to administer it to someone unconscious. And you can't use it on a willing ally at all since they're not just standing still.
Spell Ampoules are stated to work as injections. So, you can use them on yourself or a willing ally as a standard action. It's still a full action to use on an unconscious creature. That doesn't really make sense, but it's to keep it consistent, I imagine.
You can use Serums with darts, making it a standard action, but Spell Amps in darts seems a bit much. They are stated to be liquid, so I can see it making sense.
| Hijiggy |
Well, Serums definitely can not be used with injection. The rules state pretty clearly that it's something you drink. Also, it's a full action to administer it to someone unconscious. And you can't use it on a willing ally at all since they're not just standing still.
Spell Ampoules are stated to work as injections. So, you can use them on yourself or a willing ally as a standard action. It's still a full action to use on an unconscious creature. That doesn't really make sense, but it's to keep it consistent, I imagine.
You can use Serums with darts, making it a standard action, but Spell Amps in darts seems a bit much. They are stated to be liquid, so I can see it making sense.
"Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action."
That's the only thing I can find on what Serums physically are. Is there somewhere else I'm missing? Because I'm happy to interpret 'imbibe' as any form of absorption as opposed to drinking (admittedly the more common definition, but not the only one), especially since its magic.
| Metaphysician |
Nixitur wrote:Well, Serums definitely can not be used with injection. The rules state pretty clearly that it's something you drink. Also, it's a full action to administer it to someone unconscious. And you can't use it on a willing ally at all since they're not just standing still.
Spell Ampoules are stated to work as injections. So, you can use them on yourself or a willing ally as a standard action. It's still a full action to use on an unconscious creature. That doesn't really make sense, but it's to keep it consistent, I imagine.
You can use Serums with darts, making it a standard action, but Spell Amps in darts seems a bit much. They are stated to be liquid, so I can see it making sense."Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action."
That's the only thing I can find on what Serums physically are. Is there somewhere else I'm missing? Because I'm happy to interpret 'imbibe' as any form of absorption as opposed to drinking (admittedly the more common definition, but not the only one), especially since its magic.
I figure its okay to change the form to whatever seems appropriate, provided the action requirements remain the same. So, if you've got a hypospray of healing, it still requires a full action to use on someone else.
| Kilusa |
"Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action."
That's the only thing I can find on what Serums physically are. Is there somewhere else I'm missing? Because I'm happy to interpret 'imbibe' as any form of absorption as opposed to drinking (admittedly the more common definition, but not the only one), especially since its magic.
I do really hate the idea that I would have to move to an ally and wait an entire round before being able to heal them with a serum it really limits the use of serum during battle. Luckily the stabilize and mystic heal spells do not provoke attack of op.
| Ravingdork |
I do really hate the idea that I would have to move to an ally and wait an entire round before being able to heal them with a serum it really limits the use of serum during battle.
Can you start it as a standard action, then finish it with another standard action in the next round like in past editions?
| Andy Brown |
Kilusa wrote:I do really hate the idea that I would have to move to an ally and wait an entire round before being able to heal them with a serum it really limits the use of serum during battle.Can you start it as a standard action, then finish it with another standard action in the next round like in past editions?
The start & complete a full round actions don't exist in Starfinder. Probably removed to simplify things.
Gary Bush
|
I do really hate the idea that I would have to move to an ally and wait an entire round before being able to heal them with a serum it really limits the use of serum during battle. Luckily the stabilize and mystic heal spells do not provoke attack of op.
I didn't realize that the mystic heal spell does not provoke. But yep, right there in the spell description.
However, I don't see the same language in the spell description for stabilize.
Where is that language?
| Ventnor |
Seisho wrote:
...So it could have all kinds of forms: Potion, Hypo, Pill...maybe even... a suppository! :P(Middle of a pitched gun battle, plasma bolts flying overhead)
Vesk: Keskodai! I need healing! NOW!
Keskodai: This one has one healing item left... but...
(Pause)
Vesk: WELL...?!?!
Keskodai: THAT one will not like it...
GOOD NEWS EVERYONE!!!
| Kudaku |
Kilusa wrote:I do really hate the idea that I would have to move to an ally and wait an entire round before being able to heal them with a serum it really limits the use of serum during battle. Luckily the stabilize and mystic heal spells do not provoke attack of op.I didn't realize that the mystic heal spell does not provoke. But yep, right there in the spell description.
However, I don't see the same language in the spell description for stabilize.
Where is that language?
I could be wrong, but I think he's referring to the fact that Stabilize can be cast at Close ange. No need to get into the melee to heal your friend :)
| Kilusa |
Gary Bush wrote:I could be wrong, but I think he's referring to the fact that Stabilize can be cast at Close ange. No need to get into the melee to heal your friend :)Kilusa wrote:I do really hate the idea that I would have to move to an ally and wait an entire round before being able to heal them with a serum it really limits the use of serum during battle. Luckily the stabilize and mystic heal spells do not provoke attack of op.I didn't realize that the mystic heal spell does not provoke. But yep, right there in the spell description.
However, I don't see the same language in the spell description for stabilize.
Where is that language?
Yes sorry I meant that you could use at a range or take a guarded step back out of range and use stabiliz as a standard and not get a Attack of op against you and the healer class abilities being su do not provoke even if you heal all allies neither dose mystic cure.
| Kilusa |
Isn't the point of making the serum of healing only a drinkable to prevent it from being used while in a vacuum, when your armor has environmental protections turned on?
I can't imagine that being a reason. Don't see why they wouldn't want you to be able to do it in a vacuum though dms might be able to use that. It might be to give it the same feel as the old Pathfinder but I think the primary reason would be to force it as a full action to make it less of an option during combat situations just as the mechanic needing 24 hours to rebuild a drone so they have to wait tell between adventures or situations.