Necrodemus wrote:
Thanks for all the feedback.
I've been talking with my mystic player, and while he understands the points you've given about how a healer is supposed to work within the rules, he still feels (as do I) that if the game doesn't support a primary healer, then why do they a) include it as a main feature for a class, and b) don't explain that feature better, as to how that role fits within the overall mechanics of the game.
The game rules DO support a primary healer. They don't, however, support a one-trick pony. A STR Soldier who only tries to use melee attacks against every enemy is going to die. A drone Mechanic who only makes skill checks and makes his drone do all the fighting, will die. A healing connection Mystic who won't breath if it doesn't restore somebody's health, will watch their allies die around them before dying themselves.
Pathfinder encouraged overspecialization to a fault (and having your party members make up for your weaknesses, which is everything besides what you're best at). Starfinder plays a lot differently. Connections aren't even the Mystic's main class feature; it's their spells. And even a caster-only Mystic is going to be at a disadvantage. It's capable of working, at least more than a heal-only one. But when Starfinder gives a PC something, it needs to be used. Even small arm proficiency, which is laughed at, is still good for covering/surpressing fire (which can prevent damage better than a low level Mystic can heal it).
When somebody at the table says "I want to do X and nothing else, and expect the game to balance itself around me," they're labeled a problem player. I don't think your player is that yet, but I'm wary of them getting spoiled.