Lord Pendragon
First Post
In essence, yes. It's been my experience that doing justice to even the core skills is a difficult job. You have to keep a lot of things in mind as you're designing adventures, providing lots of chances for the various skills. There are only so many opportunities in a campaign for skills to be emphasized. If you choose to give the limelight to one, another is going to become less useful.Nail said:Which switches the question to: "Does adding a new skill mean removing (or minimizing the utility) of another skill?"
In your case, it would seem the answer is yes.
I can certainly understand an argument to the contrary. But I personally do not lump everything "medical" under Heal. For my money, Heal represents those talents an herb woman or midwife might have. It's treating symptoms. It does not represent the knowledge gained through the actually dissection of human bodies, which was considered taboo for many years, AFAIK. My campaign was set during a cultural Renaissance, wherein certain heretical scholars were breaking that taboo and cutting corpses up. Hence that knowledge was just emurging, and the skill became relevant. Particularly since a campaign-long villain was an accomplished doctor, and had a penchant for cutting up bodies and sewing them back up in disturbing ways.As for the argument: "Heal does not give the user any knowledge of anatomy."......That seems like a very difficult position to argue from. A PC knows how to set a broken bone, but doesn't know how the bone is positioned in the body?![]()
