Quote:
Originally Posted by Pursuivant
Agreed, but ideally game mechanics for advantages & spells should be harmonized. Why have two sets of rules for the same basic concept?
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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?
For my part, I'm neither confused nor bewildered by the Healing advantage, except in so far as I'm confused at folks not being able to wrap their heads around it, or unwilling to just houserule it if they can't stand it having different mechanics than the magic system. It works just fine. Only one player in my campaign has taken it in recent years -- she wound up slapping a 30-second + ritual components on it to buy down the cost (not seeing herself as a combat healer), and then established paying Perk points to buy down the penalties for curing diseases.