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> Essence Loss and Health Spells
knasser
post Jul 6 2006, 06:11 PM
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QUOTE (Samael's Ghost)

I really don't think that other "health" spells are affected by Essence Loss because no other positive or negative spell is affected by it. However, both Mundane healing and Magical healing are both hindered by Essence Loss, leading me to believe that only the Heal spell is affected.

Making it apply to all health spells wanders dangerously into object resistance territory where all cybered sams with tons of ware shrug off spells as an aded bonus for being bad asses, but thats another topic entirely...


I've branched this off from the Increase Attribute thread as it's really its own little topic. I searched through the archives and only found some very brief discussion of this.

I'm surprised that so many people think that the essence loss penalty only applies to the Heal spell and not all health spells. I think this is a hang over from previous editions where this was the case, but looking at SR4 without preconceptions I think it's pretty clear.

I've got three reasons why I think it applies to all Health spells.

Firstly, the rule about -1 die per essence point lost is placed in the Health spells general rules. If it only applied to one particular spell then it should be listed under that spell.

Secondly, if it only applies to a few of the spells, e.g. Heal, Cure Disease, then there would have to be greater clarity as to which ones. So it seems pretty obvious the rule applies to Health spells in general.

Thirdly, it fits the fluff, imo. If the health spells target the living body then you're going to have less effect when that body is partially comprised of mechanical implants. Example: Resist Pain may be less useful to those whose muscles are replaced with synthetic fibres. Decrease Attribute is going to be less effective when some of the subject's body is made up of fuel-cell powered pistons. If you take Health spells to affect living beings, then those with replaced parts, nerves substituted with artificial substitutes, etc., are inevitably going to be harder to get the same effect from.

The game balance affect is going to be that enemy samurai become harder to affect with negative health spells (not a big issue as there are plenty of other weapons in a magician's arsenal); that it is harder to grant the party samurai some bonus attribute points (already costly with high augmented attributes); and that when you absolutely have to pull off a Detox to save the Sammie's life it becomes a genuine act of drain-inducing heroics.

So what I want to see, is am I really the only person who thinks this way, or are you all actually in agreement with me on this and I've got the wrong impression off a minority?
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