QUOTE (Thanee @ May 25 2016, 04:14 PM)

Medkits - since they are always Rating 6 (do they even produce them in lesser versions?), you essentially remove the value of having a high First Aid skill. Why not have the Medkit add half its Rating to your Skill Rating to see how many boxes can be healed?
The big problem with first aid is that it is a Threshold (2) test, meaning that the two (on average) successes you get from that rating: 6 medkit only means that the rest of your successes
count now. If you want medkits to be useful but less of a factor in total dice pools, implement that half rating rule, but also make first aid a Threshold (0) test, so people will still be able to heal a decent amount of damage.
QUOTE (JanessaVR @ May 25 2016, 04:37 PM)

I've always chosen Materialization traditions, but what's the issue with Possession traditions? It would seem to make more sense for Voodoo, for example, to be Possession instead of Materialization.
I think the twin issues were 1) Possession making the mage's already-OP adept or sammie friend even more OP, and 2) Since possession is so hard to resist, it is a cheesy way to turn an enemy guard into a sudden ally.
If possession were restricted to, say, either self (the mage) only, or prepared vessels, it might be easier for some GMs to balance.
Like some other things, such as Essence-draining vampire mages and mages built for overcasting-as-standard, the problem is probably less how most people play it, and more how it can
potentially be abused by a powergamer.