• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Medical Rules?

I've seen the cool rules DGP put out in Traveller's Digest.

I've read the stuff in MT.

I've read (of course) the thin rules in CT.

And, I've read that JTAS article on expanding the healing rules in Traveller.

I need a good set of rules for healing characters and using the Medic skill in my game (hopefully, I won't have to create some this time).

I'm leaning towards the MT rules (they seem just detailed enough...a roll to diagnose and a roll to heal...with costs in time and money associated with healing).

Anybody know of any other good Medical rules for Traveller before I decide on a set for my game?
 
I've seen the cool rules DGP put out in Traveller's Digest.

I've read the stuff in MT.

I've read (of course) the thin rules in CT.

And, I've read that JTAS article on expanding the healing rules in Traveller.

I need a good set of rules for healing characters and using the Medic skill in my game (hopefully, I won't have to create some this time).

I'm leaning towards the MT rules (they seem just detailed enough...a roll to diagnose and a roll to heal...with costs in time and money associated with healing).

Anybody know of any other good Medical rules for Traveller before I decide on a set for my game?
 
There are VERY DETAILED medical rules in Freelancer Traveller, using T4 rules; they are, however, as I said - VERY DETAILED. Ultra-simulationist. While they asre very close to realistic, their level of details is quite beyond what the avarage Traveller player wants or needs, but they are worth a look anyway.

I've intended to write down rules for CT medicine, afte my CT-combat variant will be ready (a week or so).
 
There are VERY DETAILED medical rules in Freelancer Traveller, using T4 rules; they are, however, as I said - VERY DETAILED. Ultra-simulationist. While they asre very close to realistic, their level of details is quite beyond what the avarage Traveller player wants or needs, but they are worth a look anyway.

I've intended to write down rules for CT medicine, afte my CT-combat variant will be ready (a week or so).
 
Thanks,

I'll check it out. But it sounds as if it will be "too much" and not what I'm looking for.

I still kinda like the MT rule: One check to diagnose; one check for treatment.
 
Thanks,

I'll check it out. But it sounds as if it will be "too much" and not what I'm looking for.

I still kinda like the MT rule: One check to diagnose; one check for treatment.
 
The detailed T4 Medical Rules could be found here.

Anyhow, how would the Diagnosis task be different from the Treatment task? I was thinking about diagnostic task being Medic/EDU/DM and the Treatment task being Medic/DEX/DM or Medit/INT/DM, depending on the medical problem (DEX for treating wounds that require surgery; INT for treating poisons, infections etc).
 
The detailed T4 Medical Rules could be found here.

Anyhow, how would the Diagnosis task be different from the Treatment task? I was thinking about diagnostic task being Medic/EDU/DM and the Treatment task being Medic/DEX/DM or Medit/INT/DM, depending on the medical problem (DEX for treating wounds that require surgery; INT for treating poisons, infections etc).
 
Originally posted by Employee 2-4601:
The detailed T4 Medical Rules could be found here.
You're right. It's "too much".

I checked it out, but it's too detailed for me.

Anyhow, how would the Diagnosis task be different from the Treatment task? I was thinking about diagnostic task being Medic/EDU/DM and the Treatment task being Medic/DEX/DM or Medit/INT/DM, depending on the medical problem (DEX for treating wounds that require surgery; INT for treating poisons, infections etc).
Right now, I'm going with MT rules, which is (pretty much) the DGP system that appeared in Traveller's Digest.

It's not a bad system.

They've got the diagnosis task as:

Routine, Medical, Int, 2 min (Uncertain).

I'll probably change that a bit and use EDU (which makes more sense to me).

I like the uncertain bit, though....it allows for a misdiagnosis.

The UGM would be:

Medical/EDU/+0

After diagnosis has been made, the treatment task difficulty depends on the severity of the wound.

Superficial = Simple
Minor = Routine
Major = Difficult
Destroyed = Formidable

These will have to be tanslated to the UGM, of course.

Healing rates can be affected by these rolls, and I like the "costs" associated with treating wounds that MT gives.

I think I'll stick with that system until I find something better (or get the urge to create something myself).

No use re-inventing the wheel all the time. I like to steal from good sources too.
 
Originally posted by Employee 2-4601:
The detailed T4 Medical Rules could be found here.
You're right. It's "too much".

I checked it out, but it's too detailed for me.

Anyhow, how would the Diagnosis task be different from the Treatment task? I was thinking about diagnostic task being Medic/EDU/DM and the Treatment task being Medic/DEX/DM or Medit/INT/DM, depending on the medical problem (DEX for treating wounds that require surgery; INT for treating poisons, infections etc).
Right now, I'm going with MT rules, which is (pretty much) the DGP system that appeared in Traveller's Digest.

It's not a bad system.

They've got the diagnosis task as:

Routine, Medical, Int, 2 min (Uncertain).

I'll probably change that a bit and use EDU (which makes more sense to me).

I like the uncertain bit, though....it allows for a misdiagnosis.

The UGM would be:

Medical/EDU/+0

After diagnosis has been made, the treatment task difficulty depends on the severity of the wound.

Superficial = Simple
Minor = Routine
Major = Difficult
Destroyed = Formidable

These will have to be tanslated to the UGM, of course.

Healing rates can be affected by these rolls, and I like the "costs" associated with treating wounds that MT gives.

I think I'll stick with that system until I find something better (or get the urge to create something myself).

No use re-inventing the wheel all the time. I like to steal from good sources too.
 
My rough sketch (didn't deal with poisons/diseases yet, or with high-TL medical gadgets):

Note: For the sake of these rules, default ship medlabs (subsumed in the stateroom cost and tonnage) count as "Aid Stations"; specifically-purchased and seperately-manned Extended Medlabs are considered to be full "Hospitals" (but with lower patient capacities unless you have alot of modules).

Extended Medlab
While each ship has a small medical facility subsumed in its stateroom cost and tonnage, some designers may wish to include a larger, better equipped medlab in their designs. An Extended Medlab holds hospital-grade medical equipment and allows for complex medical procedures (such as extensive surgical operations) to take place; it requires one Medic and treats up to two patients per module, displaces 8 dtons and costs MCr8. No EPs are required.

Diagnosis
Any medical condition must be diagnosed before it could be treated. Diagnosing external wounds is a Medic/EDU/+4 task; diagnosing internal wounds is a Medic/EDU/0 task; diseases and poisons should each have their own diagnosis DMs.

Non-explosive projectiles, fire and sharp melee weapons cause external wounds; explosions, falling and blunt melee weapons cause internal wounds.

To all diagnosis tests, apply the appropriate DM from the following table, according to the facility in which the diagnosis is performed:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">FACILITY DM
TL5-6 Hospital +1
TL7-9 Hospital +3
TL10+ Hospital +4
TL7-9 Aid Station +1
TL10+ Aid Station +2
Medkit + Medscanner +1</pre>[/QUOTE]A successful diagnosis allows for fully effective treatment; a failed diagnosis applies DM-2 to treatment and doubles the healing time; a Spectacular Success in diagnosis provides DM+2 to treatment and halves the healing time; a Spectacular Failure in diagnosis leads to a failed treatment that reduces each wounded characteristic by one and requires diagnosis and treament to be started anew with DM-2.

Treatment

A superficial wound (no characteristic reduced to zero) is treated by a Medic/INT/+2 task. Successful treatment allows the character to recover all wounds within one day; failure or lack of treatment result in the damage healing at the rate of 2 points per day; Spectacular Success effectively heals all damage IMMIDIATELY; Spectacular Failure results in the damage healing at the rate of 1 point per day.

A light wound (one characteristic reduced to zero) is treated by a Medic/INT/0 task. Successful treatment allows the character to recover 2 damage points per day; failure or lack of treatment result in the damage healing at the rate of 1 point per day; Spectacular Success allows all damage to heal in one day; Spectacular Failure results in the damage increasing by 1D6 per wounded characteristic and requires diagnosis and treatment anew with DM-1.

A serious wound (two characteristics reduced to zero) is treated by a Medic/INT/-4 task without a surgeon, or by a Medic/DEX/-2 by a surgeon (atleast Medic-3 and DEX8+); any treatment requires an Aid Station (or a ship's default medlab) for the very least. Successful treatment allows the character to recover 1 damage points per day; failure or lack of treatment prevent healing and require diagnosis and treatment to be done again with DM-2; Spectacular Success allows 2 points of damage to heal per day; Spectacular Failure results in shock (death results unless a Medic/INT/-4 task succeeds in stabilizing the character).

"Death" (all characteristics reduced to zero) is not actual death but very serious critical wounds; the character would die in 1D6 minutes unless a successful Medic/DEX/-4 task succeeds in stabilizaing him (failures could be retried but every attempt takes one minute and the character is going to die within 1D6 minutes; a Spectacular Success brings the character to Serious Wound level and allows recovery in an Aid Station or Default Ship Medlab; a Spectacular Failure KILLS the poor victim). Once stabilized, the character is in a deep coma and an unstable medical condition, and would die within 1D6 hours unless either transported to a TL12+ hospital or cryo-frozen. If cryo-frozen, the character could survive indefinitely as long as the low berth functions. At a TL12 medical facilityu, the character coiuld be thawed, and treated by a Medic/EDU/-4 task (DMs for facility still apply).

Better equipment increases the chances of successful treatment. DMs for equipment or lack thereof are given below:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">EQUIPMENT* DM
No Medkit -4
Medkit 0
Aid Station/Medlab +2
Hospital +4
Equipment of TL10+ +1**</pre>[/QUOTE]* Serious wounds require a minimum of an Aid Station (or Ship's Medlab) to treat; Death Wounds are treatable only in a TL12 Hospital.
** In addition for the DM for the facility type.
 
My rough sketch (didn't deal with poisons/diseases yet, or with high-TL medical gadgets):

Note: For the sake of these rules, default ship medlabs (subsumed in the stateroom cost and tonnage) count as "Aid Stations"; specifically-purchased and seperately-manned Extended Medlabs are considered to be full "Hospitals" (but with lower patient capacities unless you have alot of modules).

Extended Medlab
While each ship has a small medical facility subsumed in its stateroom cost and tonnage, some designers may wish to include a larger, better equipped medlab in their designs. An Extended Medlab holds hospital-grade medical equipment and allows for complex medical procedures (such as extensive surgical operations) to take place; it requires one Medic and treats up to two patients per module, displaces 8 dtons and costs MCr8. No EPs are required.

Diagnosis
Any medical condition must be diagnosed before it could be treated. Diagnosing external wounds is a Medic/EDU/+4 task; diagnosing internal wounds is a Medic/EDU/0 task; diseases and poisons should each have their own diagnosis DMs.

Non-explosive projectiles, fire and sharp melee weapons cause external wounds; explosions, falling and blunt melee weapons cause internal wounds.

To all diagnosis tests, apply the appropriate DM from the following table, according to the facility in which the diagnosis is performed:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">FACILITY DM
TL5-6 Hospital +1
TL7-9 Hospital +3
TL10+ Hospital +4
TL7-9 Aid Station +1
TL10+ Aid Station +2
Medkit + Medscanner +1</pre>[/QUOTE]A successful diagnosis allows for fully effective treatment; a failed diagnosis applies DM-2 to treatment and doubles the healing time; a Spectacular Success in diagnosis provides DM+2 to treatment and halves the healing time; a Spectacular Failure in diagnosis leads to a failed treatment that reduces each wounded characteristic by one and requires diagnosis and treament to be started anew with DM-2.

Treatment

A superficial wound (no characteristic reduced to zero) is treated by a Medic/INT/+2 task. Successful treatment allows the character to recover all wounds within one day; failure or lack of treatment result in the damage healing at the rate of 2 points per day; Spectacular Success effectively heals all damage IMMIDIATELY; Spectacular Failure results in the damage healing at the rate of 1 point per day.

A light wound (one characteristic reduced to zero) is treated by a Medic/INT/0 task. Successful treatment allows the character to recover 2 damage points per day; failure or lack of treatment result in the damage healing at the rate of 1 point per day; Spectacular Success allows all damage to heal in one day; Spectacular Failure results in the damage increasing by 1D6 per wounded characteristic and requires diagnosis and treatment anew with DM-1.

A serious wound (two characteristics reduced to zero) is treated by a Medic/INT/-4 task without a surgeon, or by a Medic/DEX/-2 by a surgeon (atleast Medic-3 and DEX8+); any treatment requires an Aid Station (or a ship's default medlab) for the very least. Successful treatment allows the character to recover 1 damage points per day; failure or lack of treatment prevent healing and require diagnosis and treatment to be done again with DM-2; Spectacular Success allows 2 points of damage to heal per day; Spectacular Failure results in shock (death results unless a Medic/INT/-4 task succeeds in stabilizing the character).

"Death" (all characteristics reduced to zero) is not actual death but very serious critical wounds; the character would die in 1D6 minutes unless a successful Medic/DEX/-4 task succeeds in stabilizaing him (failures could be retried but every attempt takes one minute and the character is going to die within 1D6 minutes; a Spectacular Success brings the character to Serious Wound level and allows recovery in an Aid Station or Default Ship Medlab; a Spectacular Failure KILLS the poor victim). Once stabilized, the character is in a deep coma and an unstable medical condition, and would die within 1D6 hours unless either transported to a TL12+ hospital or cryo-frozen. If cryo-frozen, the character could survive indefinitely as long as the low berth functions. At a TL12 medical facilityu, the character coiuld be thawed, and treated by a Medic/EDU/-4 task (DMs for facility still apply).

Better equipment increases the chances of successful treatment. DMs for equipment or lack thereof are given below:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">EQUIPMENT* DM
No Medkit -4
Medkit 0
Aid Station/Medlab +2
Hospital +4
Equipment of TL10+ +1**</pre>[/QUOTE]* Serious wounds require a minimum of an Aid Station (or Ship's Medlab) to treat; Death Wounds are treatable only in a TL12 Hospital.
** In addition for the DM for the facility type.
 
Thanks


Anyhow, for diseases/poisons I think I'll use a combination of a descriptive paragraph for each, as different poisons/diseases have very different effects, but all should have four bassic "attributes" - vector (inhaled, contact, injseted, injected, etc), incubation (i.e. how long after exposure the initial effects take place), Difficulty-DM to diagnose and Difficulty-DM to treat.
 
Thanks


Anyhow, for diseases/poisons I think I'll use a combination of a descriptive paragraph for each, as different poisons/diseases have very different effects, but all should have four bassic "attributes" - vector (inhaled, contact, injseted, injected, etc), incubation (i.e. how long after exposure the initial effects take place), Difficulty-DM to diagnose and Difficulty-DM to treat.
 
FYI --

I found some pretty cool house medical rules here .

I haven't digested them all yet, but I will (probably tonight). And, at first glance, I'm impressed with them. They look simple and detailed at the same time (the best model for game rules), and I like the work he put into drugs and such.

Check 'em out.
 
FYI --

I found some pretty cool house medical rules here .

I haven't digested them all yet, but I will (probably tonight). And, at first glance, I'm impressed with them. They look simple and detailed at the same time (the best model for game rules), and I like the work he put into drugs and such.

Check 'em out.
 
I like these rules, especially the ones about healing rates in various types of care; I might end up getting inspired by them


I also reay like the drugs presented under these rules.
 
I like these rules, especially the ones about healing rates in various types of care; I might end up getting inspired by them


I also reay like the drugs presented under these rules.
 
Back
Top