Are any other GM's having trouble with Biomancers using the Seal Wounds power? I have a reasonably powerful biomancer in my group that isn't powergaming as far as I can tell and yet he can regularly heal characters 10-17 worth of wounds in a single turn. On rare occasions he has been known to heal OVER 20 points of damage. This makes it nearly impossible to make challenging encounters.
In my last fight against Theodosia I gave him a bolt pistol to increase his attack power and he blasted a PC down to -3 wounds, then he got healed back to FULL HIT POINTS the very next round before Theodosia was even able to move again. So basically if I don't kill a character outright in 1 turn, they are always at full hit points making it **** near impossible to have a game with any dramatic tension whatsoever. And psychic phenomenon just doesn't cut it as a deterrent. "Oh no, all the food spoiled in the enemy hideout, how tragic!"
Has anyone else had this problem? And what did you do about it?
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