BLANDCorporatio wrote:Since when does this school of magic also have stun and damage spells? I'm only being half-joking when I ask, heck, why not add some Pharmacology that allows Healomancers to get their targets high and hallucinating? Or how about some Reanimator Reagent to allow them to uncroak?
Based on what little we know, Pharmacology is primarily in the Flower Power school, and since Healamancy is in the Life access, it can't alter inanimate objects.
As to adding stun / damage to Healomancy, it seems like "evil doctors" isn't an unreasonable template. There are far more NPC healamancers than PC healamancers, after all. I try to play by the same rules I make available to the PCs, so if an NPC were to be able to use Life magic to end life, I want that option to be available to the PCs as well, even if they choose not to take it.
Based on Junetta's and Coil's interactions alone, I could see them eventually coming into conflict. She should be able to fight a shockamancer without learning shockamancy.
BLANDCorporatio wrote:It seems to me like the flavor of that school is diluted. And maybe it shouldn't be. I'm also wary of Healomancy damage also being def ignoring. Which makes it, yes, a bit on the overpowered side.
Malpractice's Juice cost is probably too low (it should be, I think, 2/d6); in general, a healamancer has to spend 4x as much juice harming a target as they do to heal it.
BLANDCorporatio wrote:But really, this is just cutting back to the main issue. Why the changes? So far the magic system worked fine, with all casters contributing a significant portion of our success, which is what you'd expect casters to do. If you really want Shocka-like spells to be available to a Healer, make them available. Don't pollute Healomancy.
This isn't just about the PCs. There are certain things I won't be making available to the PCs: caster links, for example. I can keep that can of worms out by never giving your team a Thinkamancer. But if I introduce a healamancer NPC that can rip wounds into you, a Healamancer player would reasonably ask "Why can't I do that?"
You ask "why the changes?" My response is, in all cases, "because I think it will be fun." That's the same reason I'm creating these rule sets, and the same reason I'm running the game in the first place. I've asked for suggestions to make the game "more fun" from the very beginning. If you have things you think it would be cool to do, that match the spirit of the comic and can be fairly easily codified, let me know.
BLANDCorporatio wrote:Oh, PS:
said PM asked me to look over Euthanasia and when it may be useful. It appears to have a problem, in that it is restricted to being applied to a unit having half or more of its hits gone (so far, nothing too bad) and costs 1juice for 2H removed. However, Malpractice will do 3.5 damage (on average) for each point of juice, and is applicable to any 'wounded' unit, including one that only lacks 1H. So Malpractice, pretty much, renders Euthanasia obsolete.
Yeah, I noticed the Juice cost discrepancy as I was writing this. Note also that Malpractice is limits damage to d6/level (average 28 Hits at 8th level) while Euthanasia has no limit; if the beast has 100 hits, it's down to 90, and the healer has 45 Juice available, it's toast.