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Old 12-11-2022, 06:57 AM   #62
Pursuivant
 
Join Date: Apr 2005
Default Re: 4e Cure Disease badly worded/overpowered

Quote:
Originally Posted by RGTraynor View Post
You could say the same for Thaumatology and all the variant magic systems. Why have multiple sets of rules when it's all magic all the same?
The issue isn't the magic system being used, it's the core mechanics for supernatural healing.

For example, the Healing advantage and all the "X Healing" spells in the Healing College carry a -3 cumulative penalty per previous successful attempt to treat the same patient within the same day. That's good consistency. Simple, easy to remember, reasonably fair to characters with modest skill or IQ levels.

As it stands, Cure Disease is crippled by the fact that it's a "One Try Only" spell, which makes it far less effective than it should be. Sure, you only spend 4 FP to try cure anything from the sniffles to late stage Ebola (vs. 30 FP and a -15 penalty to skill if you're trying to use Healing!), but your patient is screwed if you muff your one skill roll.

So, why not port over the slightly more flexible mechanics from the Healing advantage or at least allow them as an optional rule?

Likewise, because many aspects of the Healing advantage suck, why not make it a bit more like the Cure Disease spell? In particular, serious diseases shouldn't be so hard and expensive (in FP costs) to cure that it's effectively impossible to treat them.
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