cw8: 5. Heal spells only heal the "last wound" so getting hit with 3 bullets, 3HP damage each, is not worth using a heal spell to heal. Medkits heal a flat amount
Foxhack: What bullshit is that
Don't tell me that's how it is in the board game
I suspect that it is like that for balancing reasons. In tabletop a mage would exhaust itself quickly by casting spells, but this system would, in such a combat heavy game, probably be more annoying than anything else. If you could constantly heal your team members, it would just trivialize the game, unless they would introduce much harder combat encounters, where you need a healer, but that would on the other hand lock one of your character slots per mission.
nijuu: Ill be the first one to put my hand up and admit i know little to nothing about tabletop gaming, or even about Shadowrun, but you would have thought making a game based on an existing IP, that they would have made the mechanics a bit more faithfully closer to the rules and mechanics of the table top game?.
The problem is that the shadowrun rule-system is not all that well suited for a PC game. Not only do you have the issue of mages exhausting themselves quickly by casting spells, but combat in tabletop SR is also very lethal. People are not damage sponges like in say D&D.
It is actually quite rare for tabletop RPG rules to be directly translated to computer games. D&D worked well enough, but most others have seen either major tweeks or complete re-writes (I suspect that RoA was also a direct translation, but it has so much stuff in there that never gets used). Part of the reason why most pen & paper RPGs don't work all that well is because combat has far greater consequences in them than in D&D.