Azure-Supernova said:
It could be frustrating in a lot of ways, but at the same time it could completely change the way you play. Imagine if stats like Magic/Arcane Resistance also negated incoming healing from arcane sources as well as incoming magical damage. Or if magical armour of a more sinister nature resisted holy magic in exchange for their killer stats, so that Priests and Paladins could heal the wearer less effectively. Maybe that same set of armour converted incoming chaos/necrotic magic into healing. It could be hella fun for changing up the dynamic of play.
In Arcanum, there is a magic/technology stat. Well, more of a meter. Imagine a morality meter, only instead of good/evil, there you have magic/technology at each end. Note that it is NOT a morality meter by any shape or form, it's just how it works. The idea is that magic and technology don't work together and, in fact, close proximity makes them both act wacky - an industrial plant full of machinery would normally not allow mages in, because all that expensive and heavy equipment inside could go haywire and damage it. The opposite is also true - mages set up shops further away from tech centres because the influence of tech smothers magic and makes it fizzle.
So, that's where the magic/technology meter comes in - a lot of character start of neutral, which is fine - they can use handguns, for example, and they may be able to also throw a fireball. Or otherwise mix up the two, although it's not required. However, if a character gets points to get to either extreme, then things get interesting - character with lots of magic have more effective spells, however, there is also the fact that
all spells are more effective
on them. This includes both healing and harming spells, so mages are very vulnerable to other mages. They also cannot really use technology, even something relatively simple like a gun, as it simply wouldn't work in their hands. Characters with lots of technology points, however, essentially get magic resistance equal to their technology skill, to the cap of 100% which means that the best engineers are immune to magic. That
includes beneficial magic, so if they are hurt, a healing spell would just fizzle out. So, tech characters have their own thing they use for healing - I think it was some sort of ointment or something. Of course, as that is technologically aligned, it would have reduced effect, if any, on mages.