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Fortune
QUOTE (Mistwalker @ Oct 17 2006, 08:55 AM)
I think the key to that statement is "normal" drain, hence stun damage.
I read that as you can still heal overcasting physical drain.

But it doesn't say 'Normal Drain cannot ...'. It states, 'Normally Drain cannot ...', and then goes on to describe an abnormal ruling option.
Mistwalker
Well, if it says that "normally" drain cannot be healed, then there are occasions when it can be healed.
DireRadiant
QUOTE (Mistwalker)
Well, if it says that "normally" drain cannot be healed, then there are occasions when it can be healed.

Parse it how you want. The writers and designers have said that drain is not meant to be healed magically.

You can play however you want though.
Ranneko
QUOTE (Mistwalker)
QUOTE (Glayvin34 @ Oct 16 2006, 02:41 PM)
"Normally Drain cannot be healed by magical means, only by complete rest or mundane medical attention. For a less gritty campaign, allow damage from Drain to be healed or alleviated by magical means."

I think the key to that statement is "normal" drain, hence stun damage.
I read that as you can still heal overcasting physical drain.

There is an adept power that allows you to heal stun damage.


When you overcast, there is the change that you will fail, glitch or critical glitch on your drain check. As well as having oppossing forces trying their best to kill you.

You have misread the statement.

It is not Normal drain is unable to be healed by magic.

It is "Normally, drain is unable to be healed"
Mistwalker
I must admit that I have missed the posts from the writers that say that drain is not meant to be healed.

I have no problem with stun being unhealable, but do have a problem with physical drain being unhealable. If you can heal someone from the point of death, where they have taken 10 rounds from a Heavy MG to the chest, then I have a problem with not allowing someone who has internal injuries/bleeding from overcasting.

If this get's answered in the FAQ, or Errata, then I will re-visit my view point, and, will do the same if my players start to abuse it.
Ranneko
It's healable, just not by magic. Evidentally the drain scars the system in some way that prevents the accelerated healing afforded by magic. You can still use first aid to help remove some/all of the damage.

And for metagame reasons it prevents mages deciding to always slightly overcast and rely on healing to remove any drain that sneaks though.
Glayvin34
QUOTE (Mistwalker)
I must admit that I have missed the posts from the writers that say that drain is not meant to be healed.

I have no problem with stun being unhealable, but do have a problem with physical drain being unhealable. If you can heal someone from the point of death, where they have taken 10 rounds from a Heavy MG to the chest, then I have a problem with not allowing someone who has internal injuries/bleeding from overcasting.

If this get's answered in the FAQ, or Errata, then I will re-visit my view point, and, will do the same if my players start to abuse it.

Healing Drain?
Check out Synner's first comment.
Mistwalker
I am going to be difficult.

Synner's comment didn't specifically address overcasting / physical drain
Synner just mentioned drain. Drain, normally is stun damage, which cannot be healed (unless you use the adept power).

I will feel more comfortable (will admit that I was wrong, but with lots of kicking and screaming) when the FAQ comes out and does spell out that overcasting/physical drain cannot be healed.
Glayvin34
Meh. It's your game.

edit: Sounds like a guy in my game that ends every rules argument with "You're the GM, if you want to houserule that way, fine!"
James McMurray
QUOTE (Glayvin34)
We had been playing nWoD for a few months already, so we kept our individual XP when Mage came out. Spending some XP gave my character Life 4 and Spirit 4, another player had Space 5 and Mind 4. The combo of Space 5 and Mind 4 allows the Mage to read anyone's mind, then teleport to any location, person or object they have ever encountered. So we basically needed to find a single low-level henchman and we could instantly find the boss and his hideout. With Space 2 you can cast spells on ANYONE as long as you have heard their name (granted, at hefty minuses).
My character could turn people into hamsters, turn himself into an elephant with enhanced attributes (like an elephant needs to be enhanced) and open up a portal to the Spirit World that only he and/or his buddies could use. Not to mention the horrible things he could do to Spirits or any living thing. And that was compared to a single Vampire on the team with Vigor 5 (ooo!) and a Werewolf with some pointless Gifts.

Yeah, and a good Mage adventure or GM, like high level D&D, will take that into account. I thought it was cool that the adventure expected you to use magic to find the guy, as opposed to what most games recommend: find a way to not let magic overcome problems.

The Old WoD books didn't balance the various creatures (Mage, Vampire, Werewolf) well and running them in the same campaign required some work on the part o fthe GM to keep it all together. Supposedly nWoD is better at it, but I haven't tried them together so all I've got is hearsay to go by.

On topic: I think of drain as damage to your Pattern (a la Earthdawn or bastardized Amber). Because it's more fundamental than just a physical cut it can't be healed by magic, but must slowly repair itself.
DireRadiant
QUOTE (Mistwalker)
I am going to be difficult.

That's your choice. Go for it.
Glayvin34
QUOTE (James McMurray)
The Old WoD books didn't balance the various creatures (Mage, Vampire, Werewolf) well and running them in the same campaign required some work on the part o fthe GM to keep it all together. Supposedly nWoD is better at it, but I haven't tried them together so all I've got is hearsay to go by.

Vampire: the Requiem, Werewolf: the Forsaken and regular humans are all very well balanced and quite compatible in a single campaign. Much better than oWoD, anyway, when Werewolves PWNED. Most supernatural powers just give a little edge or boost and the flavor is good. I highly recommend nWoD, excepting Mage: the Awakening. And that's probably enough White Wolf. devil.gif
Aemon
QUOTE
I am going to be difficult.

Synner's comment didn't specifically address overcasting / physical drain
Synner just mentioned drain. Drain, normally is stun damage, which cannot be healed (unless you use the adept power).

I will feel more comfortable (will admit that I was wrong, but with lots of kicking and screaming) when the FAQ comes out and does spell out that overcasting/physical drain cannot be healed.


There is being difficult and then there's screaming at the rain.

Synner's comment specifically says that drain damage being healed by magic was overlooked. Ergo, they forgot to address it.

Since they DID mention that stun damage cannot be healed by Magical healing, then logically, the only thing they could have overlooked was physical drain damage.

QED.

EDIT: Fixed as per toturi
toturi
QUOTE (Aemon)
QUOTE
I am going to be difficult.

Synner's comment didn't specifically address overcasting / physical drain
Synner just mentioned drain. Drain, normally is stun damage, which cannot be healed (unless you use the adept power).

I will feel more comfortable (will admit that I was wrong, but with lots of kicking and screaming) when the FAQ comes out and does spell out that overcasting/physical drain cannot be healed.


There is being difficult and then there's screaming at the rain.

Synner's comment specifically says that drain damage being healed by magic was overlooked. Ergo, they forgot to address it.

Since they DID mention that stun damage cannot be healed by Magical healing, then logically, the only thing they could have overlooked was physical drain damage.

QED.

Fixed. Physical drain damage is not always lethal.
Aemon
QUOTE
Fixed. Physical drain damage is not always lethal.


Apologies - I'm new to Shadowrun terminology wink.gif There are other RPGs that refer to different damage types as Bashing/Lethal/Aggravated... So I get the terms criss crossed smile.gif

Cheers.

Steak and Spirits
QUOTE (Kyoto Kid)
...nice...

5 bonus karma for the wit.

almost could visualise it as a cartoon strip.


Thanks. I'll be putting that towards initiation. cool.gif

QUOTE (Gavvin)
You're asking for the flame!!

Um, can't you just reverse the snarky attitude between those two imaginary players?


Nope. It only works on Mages.

QUOTE
Mage: "I'm cool because I have fire spirits"

SS: "Oh yeah? Spirits can be banished! You can't banish a can of explosive foam, and you can't detect it without looking at it either! And, um, um, I have skillwires so I didn't even pay BP or Karma for my abilities!"


Mage: No, no, my Samurai friend. I -can- banish a can of explosive foam. It's called -Magic-. You're the one who can't do the banishing. So. On that note, let me introduce you to some of my spiritual advisors.

Samurai: *gulp*

Mage: Mmmm. Explosive foam. Reminds me, I'll have to pick up a little of that the next time I feel like duplicating your equipment, though I may have to hold off on the skillwires until I have a few more initiative grades under my belt.

QUOTE
Mage: "Well, then I'm cool because I can turn invisible!"

SS: "That's nice. When you turn invisibile you're MORE likely to be detected by other Mages. Not the same with Stealth."


Mage: So you're relying on other mages to spot a mage, and thus, admit, that by yourself, you are helllllllpless. *High pitched voice* Auntie Em, Auntie Em.

Samurai: ...Cut it out.

Mage: Auntie Em, Auntie Em.

Samurai: No. Seriously. Knock it off, dude.

QUOTE
Mage: "Stealth? I can get Stealth, too! And a chameleon suit!"

SS: "Well, I can get Stealth, a chamemeon suit AND have extra Karma and money for other stuff! You have to spend all your Karma on foci!"


Mage: I don't have to spend all my karma on anything. I can -choose- to spend my karma on foci, if I so desire. Can you?

Samurai: Well... No.

Mage: Uh-huh. How about Stealth. You can raise your stealth skill, right?

Samurai: Well, yeah.

Mage: Uh-huh. Me too.

Samurai: Bastard.

QUOTE
Mage: "Well at least I have stunball."

SS: "Shut up."


Mage: Why?

Samurai: Because I have Neurostun gas grenades!

Mage: Yeah, me too. They're really not that expensive.

Samurai: ...And a tazer!

Mage: Reminds me, mine need's recharging.

Samurai: And... a... umm... Shock gloves!

Mage: Yep.

Samurai: ...that I can use better than you.

Mage: Not after I cast this agility buff. Into my foci. Can you get foci?

Samurai: ...No.

Mage: ...

Samurai: ...What?

Mage: ...Auntie Em! Auntie Em!

Samurai: Damnit, man... Have they released the rules on a self-administered coup-de-grace yet?

Mage: Mmmm... Dunno. It'll probably be coming out next May with Augmentation.
Glayvin34
I know, I know, I know, this goes on forever.
Maybe it's cause I play a shitload of DnD and just like cyberware. cyber.gif

And someone already said that Mages take FOREVER to be able to get any skills. My character already has the skills, and skillwires. He had them on his first run. And he spends a lot of time stealing skillsofts on the Matrix, so he has a massive dice pool for everything, without foci, without vulnerability to any character type, without spending Karma or Nuyen.

I like that. I guess Steak and Spirits doesn't.
Hey, man, the world don't move to the beat of just one drum.
Glayvin34
QUOTE (Steak and Spirits)
Samurai: And... a... umm... Shock gloves!

Mage: Yep.

Samurai: ...that I can use better than you.

Mage: Not after I cast this agility buff. Into my foci. Can you get foci?

Samurai: ...No.

Oh, and my SS/Hacker already has maxed out Agility, from all the 'ware he has. Does your proverbial Mage already have an available Sustaining Focus for Health just hanging out for just such a discussion?
Steak and Spirits
No, no. You miss the point of my Satyr. I very much prefer Samurai.

From a -thematic- standpoint.

When it comes to evaluating what they've really got going for them, though, I'm really left wondering what niche they really fill except for filling a niche until someone else can do it better.

QUOTE
Oh, and my SS/Hacker already has maxed out Agility, from all the 'ware he has. Does your proverbial Mage already have an available Sustaining Focus for Health just hanging out for just such a discussion?


Of course! Next to his receipt for the skillwires he was able to pick up after an initiate grade. (Or hell, why not just start them right off in chargen. What's that, a point of magic, and a few spare BPs?)
Mr. Unpronounceable
Re: Cyberon

I got the 6 base damage from plugging a number in without looking it up - my bad.

While you can't go on full defense against magic (except for indirect combat spells, which you can) you can get a mage with counterspelling - which is more effective than full defense, because it doesn't matter how many people are being defended or how many times spells have been tossed at them that round - they get the full value every time (none of this decrement for each attack normal defense suffers.)


As for the mages are all that and a bag of chips arguments...

Who's giving the mages 2x as much bp or karma as the mundanes? (Because if they have the same amount to spend, they either have all the skills and equipment that a mundane has, or they are effective spellcasters and/or summoners. Mages have an extra stat and nine extra skills (2 skill groups of 3, and 3 non-grouped) that mundanes don't have to buy up.
eidolon
QUOTE (Steak and Spirits)
Samurai: ...that I can use better than you.

Mage: Not after I cast this agility buff. Into my foci. Can you get foci?

Samurai: ...No.

Mage: ...

Samurai: ...What?

Mage: ...Auntie Em! Auntie Em!


At this point, before the mage can even think about casting his buffs for increasing his initiative, the sam pulls his Predator, puts two rounds into the mage's face at point blank range, and holsters his weapon before the mage hits the floor.

Samurai: Guess there's an advantage to having stuff that's permanently active and available.

biggrin.gif
Ophis
QUOTE (Steak and Spirits)
Of course! Next to his receipt for the skillwires he was able to pick up after an initiate grade. (Or hell, why not just start them right off in chargen. What's that, a point of magic, and a few spare BPs?)

The problem everyone seems to have is that they are treating the mages as having infinite amounts of karma and money. A starting mage really can't afford the Bps to start with extraneous ware, not with ot becoming a crappy generalist.

IMHO sammies, kick ass outa the gate beinag able to have a couple of physicals close to max and a couple of skill high. Mages are by no means weak at the start but not overpowering them. The amount of karma they have to dedicate to getting better at magic really makes them advance slowly,for eaxample the sammies in my longest running campaign in SR4 are at about 150 karma beginning to hit the maxes in skills (the players have taken the karma to round themselves out, beforer maxing out) the mage an NPC I'm running has similar amounts of karma, and is saving for his 5 point sorcery skill group,and considering a fourth grade of initation, he needs more spells and so on, he's barely scratched the surface of what he's after, he certainly doesn't over power the group in combat.
mfb
i see this same argument in 3rd ed--the whole "mages are overpowered because they can do anything anybody else can do, plus they can do magic!" thing. and yet despite that, in almost ten years of playing 3rd ed, i have yet to see a mage that can perform as well in any area as my non-mage specialist characters with equal karma and nuyen, while still being good at standard mage stuff like protecting against hostile magic. maybe that's changed in SR4; maybe the balance has been thrown so far out of whack that mages really are the uberl33tezt characters and there's no reason to play anything else. i doubt it, but it's possible.

the reason mages aren't all that and a bag of chips is the shortage of karma and money. SandS is, for some reason, assuming that mages have unlimited access to both--infinite karma and nuyen on-hand to fund initiations, learn spells, raise all kinds of skills, buy and bond foci, etcetera. in a reasonable game, mages are severely limited in their ability to progress. they can raise their sorcery skill, but that leaves them with nothing to initiate with. they can initiate, but then they don't have karma left over to raise their magic. they can raise their magic, but that leaves nothing to spend on learning new spells, binding foci, and so on.

so, yes, SandS, in theory, mages are the master-of-all-trades badassest characters in the book. theory is a nice place. i like to spend time there, because i can do things there that don't actually work in real life.

so, let's put this in terms of those pretend conversations that everyone is posting.

>Street Sam: I can kill people with guns and pick electronic locks and see in the dark and sneak around and do karate chops and climb stuff!

>Mage: Yeah? Well I'll be able to do that, too, and better than you, once I get about 500 karma and a few hundred thousand nuyen! By which point, of course, you'll have upgraded your 'ware, stats, and skills and become proficient in even more areas.
Steak and Spirits
QUOTE
Samurai: Guess there's an advantage to having stuff that's permanently active and available.


Well. Kinda, I guess. When I toy around with making a Mage, to be honest, I usually wind up just taking the penalty to Magic in exchange for a Synaptic Accelerator.

Most critics that point out that Mages are vulnerable to wards (Created by other mages, naturally. Further enforcing the notion that to combat a Mage effectively you need... A Mage.) and since initiative is never something you -ever- want to lose, especially when entering locations that may, or may not, be heavily warded, the raw utility of always having Samurai equivalent speed usually pays off for the paltry loss of 1 point of initiate-able Magic.

Especially since Magic Reflexes need... Karma for the spell, Karma to Bond the Foci, cash to buy the spell, and cash to buy the foci. And as a Mage, you can just pay some more cash for the new 4th edition Mage friendly Bioware, and rebate your karma towards an initiate grade.
eidolon
My point was more that the system has balances for things. Yeah, a mage can do nifty stuff, but then there's other mages, wards, etc. A sam can do lots of stuff, but there's MADs, 'ware scanners, etc.

I've never, as mfb points out, had any issues with mages suddenly making the entire team irrelevant. Other mages maybe, but that's because they were overlapping and one guy was a better minmaxmunky.

And I've also not seen a whole lot of evidence to support the notion that the only way to combat a mage is a mage. Bullets to the face, as I mentioned, work wonders. biggrin.gif (And while I'm joking there, tactics can go a long way towards making a mage much less of a threat.)
fistandantilus4.0
QUOTE
Samurai: Guess there's an advantage to having stuff that's permanently active and available.


two words:
quickening
anchoring
nyahnyah.gif
mfb
three counterwords:
karma
and
money
!!
lorechaser
No one is saying that you don't need mages.

But the fact that you need mages to put up wards has not a thing to do with samurai.

Otherwise, I'd be saying that a samurai can simply shoot the mage at 2000' with a scoped sniper rifle twice per pass.

"Oh," you say "but there are buildings, obstacles, sight lines!"

"Ah," I say "So you admit you need a mundane to counter a mundane?"

And yes, you can say "Ah, but my mage can just buy 6 in architecture!" But then we're back to that idea that a mage can have all their stuff, plus whatever they want. A mage that buys 6 architecture isn't getting anything else at the time.

And seriously: Look at the focus addiction rules in Street Magic. They're nasty. To the point of taking a -1 penalty to all rolls at minor addiction, where you use your foci reflexively. The mage with 5 active spells at all times should really be suffering. If they aren't, again, ignoring rules makes everyone more powerful.

Honestly, I really can't stand the "My character is better than your character" debates that spring up in every genre. It's always "Oh yeah? Well, I'll do X, and then ha ha!" "Oh yeah, I Y!" "Oh, nuh uh, I Z'ed first!"

Show me the mage with equal karma and bp and resources that can seriously out perform the Sam.

I agree that Sam have been relegated to a more generalist role now - their true value is shining in multiple aspects.

I just had a long conversation with the mage player in our current game, which is on session 3. It basically went "I hate my mage. Is there a thread on Dumpshock about how overpowered guns are?" So.
Steak and Spirits
Heh. Did you point him towards this thread? cool.gif
James McMurray
QUOTE
the world don't move to the beat of just one drum.


What might be right for you, may not be right for some?

QUOTE
maybe that's changed in SR4; maybe the balance has been thrown so far out of whack that mages really are the uberl33tezt characters and there's no reason to play anything else. i doubt it, but it's possible.


It hasn't.

QUOTE
Created by other mages, naturally. Further enforcing the notion that to combat a Mage effectively you need... A Mage


This has been (partially) true throughout all editions of Shadowrun, and many other RPGs. You need a hacker to fend off other hackers as well, and a vehicle with mounted guns is pretty useful if you're up against a vehicle with mounted guns. You're best bet (not your only one, just your best) is to have a mage when you're facing a mage.

What you're saying is nothing new. It's not a glitch, it was designed into the system.

My thoughts (which have held up well over all four editions): If your group has a strong mage and your GM puts you against opposition without magical support, he expects them to lose. Likewise if your group has no magical support and your mage puts you against a strong and prepared mage, he expects you to lose. In most situations though, if its a fight that actually matters, the opposition will have some sort of magical backup ranging from opposing mages to various things that will make the party mage point his attention elsewhere.
Thanee
QUOTE (Glayvin34)
QUOTE (Thanee)
Could you tell me where it says that (page number would be great)?

Well, the implication is on page 31 in Street Magic. The rule isn't specifically stated, it just says
"Normally Drain cannot be healed by magical means, only by complete rest or mundane medical attention. For a less gritty campaign, allow damage from Drain to be healed or alleviated by magical means."

Thanks for that!

While definitely helpful, it wasn't what I was asking for, however. smile.gif

I was speaking of this quote, which according to the poster, is found in the core book:
QUOTE (Jack Kain @ Oct 16 2006, 06:45 PM)
It [the core book] does however state that damage from overcasting can't be healed by magic.


Bye
Thanee
Aemon
QUOTE (Steak and Spirits @ Oct 17 2006, 12:28 PM)
No, no.  You miss the point of my Satyr.  I very much prefer Samurai.


He missed the point of your pipe-playing goat man!?

*bad-dum pish!*

Sorry. I couldn't help myself.

Continue.
James McMurray
QUOTE (Thanee)
I was speaking of this quote, which according to the poster, is found in the core book:
QUOTE (Jack Kain @ Oct 16 2006, 06:45 PM)
It [the core book] does however state that damage from overcasting can't be healed by magic.

This rule does not actually exist in the core book, which is the reason for all the controversy.
Glayvin34
QUOTE (Thanee)
Thanks for that!

While definitely helpful, it wasn't what I was asking for, however. smile.gif

I was speaking of this quote, which according to the poster, is found in the core book:
QUOTE (Jack Kain @ Oct 16 2006, 06:45 PM)
It [the core book] does however state that damage from overcasting can't be healed by magic.

Mr. Kain is confused there or something, because that rule was "overlooked" in the core book (quoting Synner from the Healing Drain thread). We found that ruling drain to be unhealable by magical means actually improved gameplay because the Mage couldn't smoke everyone instantly with an overcast stunball. Sure, my character gets shot more often, but it lends a certain amount of challenge that I like.
Big D
How much does it cost to get *somebody else* to drop a quickened spell on you?

If there are no guidelines, should that be roughly cash for karma amounts?
emo samurai
The way I see it is that, outside of destroying spirits, mages are only really useful if they have planning... which they're able to do easily with astral projection, detection spells, and divinations. In straight-up combat, they will lose against a rigger or a sam, but they have the best scouting ability of any class, and they have the best tricks of any class. Tricks are more important in SR than anything else.

Without pre-cast sustained spells, a mage will lose in a gladiator-type fight against a street-sam, but if they were both put at random points in a city and told to find and kill each other, the mage would win because he could just have a spirit find him with Search, sneak up behind him with Physical Mask on, and Deathtouch him. And if it's an abandoned city, he could astrally project and annihilate him with a force 8 summoned spirit. It's all a matter of preparation.
Mistwalker
Since we are back on the subject of healing physical drain...

In SM, there are two adept powers that relate to healing drain, Emphatic healing, Pain relief.

Emphatic healing transfers 1 point of damage per 2 combat turns. Power costs .5 magic

Pain Relief get's ride of 1 point of stun damage per 5 minutes. Power costs 1 magic point.

If you can't heal stun drain, or physical drain, then the powers should be more in line for both cost and duration.

Adept trransfers over 6 points of physical damage that the mage received from overcasting. Mage heals the adept. Time taken 13 combat turns.

Adept relieves pain on the mage, removing 6 points of stun damage. Time taken 6 minutes.

This leads me more towards that physical dran can be healed.
Moon-Hawk
QUOTE (Mistwalker)
Adept trransfers over 6 points of physical damage that the mage received from overcasting. Mage heals the adept. Time taken 13 combat turns.

Adept relieves pain on the mage, removing 6 points of stun damage. Time taken 6 minutes.

Hmmm, well, the second example seems pretty clear-cut to me. You can't use magical healing to heal magical drain. That's been established, so pain relief doesn't work on drain. You can't heal drain-damage, whether it's stun or physical, with magic.

The first example is a little trickier, but I'd still think that the "magical" nature of the damage prevents it being healed by magic. Granted, that's more of a stretch, but it's a stretch in the intrest of balance and fairness, IMO.
Eleazar
Mistwalker I would agree that physical drain can be healed in this way, because the powers do not state that drain damage can't be transferred. When the damage is transferred it is no longer drain damage. At least that is the way I read the fluff. This is also a lot less abusable than using the heal spell to directly heal physical drain. I don't care whether someone believes healing physical drain is RAW or not, it is very obvious that this is an abuse. Even if the rules stated very clearly in RAW that physical drain can be healed, I would still be against it. I think we should forget about what he/she thinks the rules say and look at this with common sense. Even if it was the intention of developers to have physical drain healed(I doubt it), I would see it as a mistake on their part and so should anyone that wants a fair and balanced game.
Glayvin34
QUOTE (Moon-Hawk)
QUOTE (Mistwalker @ Oct 17 2006, 03:05 PM)
Adept trransfers over 6 points of physical damage that the mage received from overcasting. Mage heals the adept. Time taken 13 combat turns.

Adept relieves pain on the mage, removing 6 points of stun damage. Time taken 6 minutes.

Hmmm, well, the second example seems pretty clear-cut to me. You can't use magical healing to heal magical drain. That's been established, so pain relief doesn't work on drain. You can't heal drain-damage, whether it's stun or physical, with magic.

The first example is a little trickier, but I'd still think that the "magical" nature of the damage prevents it being healed by magic. Granted, that's more of a stretch, but it's a stretch in the intrest of balance and fairness, IMO.

Seems to me that both of those Adept powers heal by magical means. Given the implied rule in SM, you can't use Empathic Healing or Pain Releif on Drain damage.
Eleazar
By transferring the damage you are not healing it. The damage still exists, it is just under a new person. The way I read it also is that the damage transferred is just stun damage or just physical damage. In other words it isn't stun drain damage or physical drain damage. Though this is really open to interpretation. I would have to admit on second thought when looking at the spirit of the rules and not the literal, it seems much more likely that this type of "round about way" of healing drain would not be allowed.
Glayvin34
QUOTE (Eleazar @ Oct 17 2006, 03:37 PM)
By transferring the damage you are not healing it. The damage still exists, it is just under a new person. The way I read it also is that the damage transferred is just stun damage or just physical damage. In other words it isn't stun drain damage or physical drain damage. Though this is really open to interpretation. I would have to admit on second thought when looking at the spirit of the rules and not the literal, it seems much more likely that this type of "round about way" of healing drain would not be allowed.

Yep. I think the hairs can be split either way on Empathic Healing. And the spirit of the rule would not allow it to be used on Drain damage.

Of course, it does say in the description of Empathic Healing "as with magical healing by spell, characters with implants are harder to heal", which implies that it's the same as all other magical healing. But whatever. wink.gif
Aemon
QUOTE (Eleazar @ Oct 17 2006, 03:37 PM)
By transferring the damage you are not healing it. The damage still exists, it is just under a new person. The way I read it also is that the damage transferred is just stun damage or just physical damage. In other words it isn't stun drain damage or physical drain damage. Though this is really open to interpretation. I would have to admit on second thought when looking at the spirit of the rules and not the literal, it seems much more likely that this type of "round about way" of healing drain would not be allowed.


Agreed. Near as I can tell from what I have read (still new to the system), the only damage types are "Physical" and "Stun". There technically is no categorization of "physical drain damage" or "stun drain damage". It is simply Stun or Physical caused by a certain source.

The rules indicate that healing variances occur based on the source of the damage, as opposed to there being a type of damage. Thus, transferring damage from one character to another does not negate the source the original damage to begin with - in our case Drain. Thusly, the rules for healing the damage with magic would apply (i.e. you cannot).
Mistwalker
I will take another stab at this.

p167, Drain
QUOTE
Drain is usually Stun damage


p.179, summoning drain
QUOTE
Summoning drain is normally Stun damage


p31 SM
QUOTE
"Normally Drain cannot be healed by magical means, only by complete rest or mundane medical attention. For a less gritty campaign, allow damage from Drain to be healed or alleviated by magical means."


Synner's post
QUOTE
The issue of healing Magical Drain was overlooked in the basic book and will be addressed in the FAQ. The effects of Magical Drain will not be possible to heal by any magical means. Street Magic already takes this correction into account with a Tweaking the Rules option.


All of those leave room for interpretation. The recurring theme is normally, normally drain is stun. Overcasting is not normally.

No insult to Synner, but she may have gotten part of it wrong, and, on another post (can't remember which one, I matrix one I believe), when someone said that her post made it Cannon, she was quick to say no, it was not Cannon until it was in the FAQ or Erratta.
DireRadiant
QUOTE (Mistwalker)
p31 SM
QUOTE
"Normally Drain cannot be healed by magical means, only by complete rest or mundane medical attention. For a less gritty campaign, allow damage from Drain to be healed or alleviated by magical means."


All of those leave room for interpretation. The recurring theme is normally, normally drain is stun. Overcasting is not normally.

Normally != Normal.

Apply Grammar.

"Normally" refers to the healing action.

"Normal", if it was used, would apply to the word "Drain".

Normal <> Stun. It's not describing the type of stun, but the act of obtaining stun.

Though of course that is also subject to interpetation.
Eleazar
Not only that, people are taking Synner's post out of context. Has anyone actually looked at the context of Synner's post and what he was replying to. The whole post is about a GM's player overcasting so that he can heal physical drain damage. Synner then responds with that. Physical drain isn't mentioned because the context was already established. IT IS AXIOMATIC for crying out loud! That is why he didn't specifically state it, because it was already stated and this quote was made in reference to physical drain damage.

For those who want to actually put it in context here is the full post. Please correct me if I am wrong.

http://forums.dumpshock.com/index.php?showtopic=14405
Mistwalker
It could be argued either way.
The post above Synner's is:

QUOTE
I'm pretty sure Street Magic was referring to normal drain, which is stun, and thus not heal-able. Physical wounds from overcasting drain would still be heal-able, at least from my reading of the rules.


If you have 4 gamers talk about a rule that can be interpreted more than one way, then you will get at least 5 different interpretation. wobble.gif

Tis why I would like the intent of the rule, as well as what the rule is, clearly given in the FAQ, or by one of the Freelancers.

Something like:
"Drain, wether Stun or Physical, cannot be healed by any magical means, this includes the spell heal, the adept powers Empathic Healing and Pain Relief."
Would remove all doubt, allow only one way to read the rule.

Edited to put in quote code, to show that the phrase is not mine.
Big D
... Until they come up with a new way to remove damage from a character, whereupon there will immediately be a thread debating whether it works with drain. smile.gif
Mistwalker
Probably, but you will notice that my sentence wasn't all inclusive, it just included the 3 current magical ways of healing.

It would set a precedent.
smile.gif
Serbitar
QUOTE (Aaron @ Oct 16 2006, 04:22 PM)

The statistics don't work very well with large dice pools because they're large dice pools. The hits-to-probability curve is a bell curve for all dice pool sizes, with tall, skinny curves for small ones and short, flat ones for large ones.

completely wrong

the more dice you throw the less percentage deviation from the expected value you have.

It is much much more probable to roll 30-50 hits with 120 dice than to roll 3-5 hits with 12 dice.

The absolut deviation gets bigger (a little) but, the percentual deviation (and that is what counts) is decreaing. Thats the law of large numbers.
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