Daggtex wrote:It could create interesting scenarios in "I just mutated <bad mutation>; maybe I can mutate myself further to turn it into something pretty good." ....With this new synergy, it could become: Do I get rid of bad things that come up or play mutation roulette to get a big payoff? .....I don't see it as against Crawl philosophy (in fact, I'd think it would be with it if it encourages choice), but maybe I'm misinterpreting.
On your first point, I think the choice of "roulette or curing" is just something the current mutation system isn't built for. The liabilities of bad mutations vastly outweigh the buffs of good mutations, so unless you're giving players something like +27 slaying or MR(Immune) as compensation, it would never be a good idea to do this.
This proposal does violate Crawl philosophy, because special cased interactions are spoiler bonanza. How would you communicate to the player that if you get a new mutation to go with your current one it'll do something special? I also think it would be at least slightly scummy, because you'd have to go through the tedious roulette actions, carefully gather the potions of mutations distributed throughout the dungeon, and then look at your mutation messages after each gulp to determine if you want to stop. If it was powerful enough to have a decent effect, player might farm mutagenic clouds or Malmutate users for mutations with special interactions with the ones they already have.
Finally, it's just too much work for too little gain. Getting a Tier 3 bad mutation is already an extremely rare event: I doubt specific combinations of mutations would be much more common.
On IRC my nick is reaverb. I play online under the name reaver, though.