Quote:
Originally Posted by Anaraxes
Mages are pushed toward dabbling in healing because in games, they're generally associated with adventuring parties, whose members tend to get injured a lot. And few players want to sit around healing naturally for weeks.
Recover Energy is a must have (to the point where you might as well put it in Magery 0 and note the rule change there). But moving it to some other College, or eliminating it, wouldn't keep mages from continuing to dabble in healing.
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There's something to be said for niche protection. Someone who wants to build a pyro mage might be inclined to put Fire College Only on their Magery - except then such a character is crippling their ability to recover FP, by not allowing for Recover Energy. Certainly the party generally needs some sort of unrealistically-fast healer, but there are other options there (a potion-maker, a mage specializing in the Healing college, a priest of some sort, etc). It's reminiscent of the issue with Path of Magic in RPM - pretty much every mage needs that as or tied with their highest Path, due to needing it for Charms and Conditional Rituals (and to a lesser extent, restoring their ER). I'd say it would probably work better if Recover Energy is either a "neutral" spell (one not associated with any College, and thus available to any mage regardless of restrictions on his Magery) or, better, just use Anders' suggestion of making it an Advantage, roughly comparable to Fit/Very Fit.