QUOTE (Whipstitch @ Aug 9 2011, 12:06 PM)
Previous edition fluff != SR4 rules. You can kick and scream about that if you like, but tons of people don't make gentleman's agreements for current rule sets based solely on past experience with earlier editions due to the simple fact that they don't own that stuff and shouldn't have to, particularly given that a lot of that stuff is fundamentally contradictory. Beyond that, there's a difference between not being representative of the general population and being truly rare-- if the Awakened were classified as their own species they'd handily nab "Least Concerned" conservation status. If even a tenth of the magically active people in Seattle are Magicians with a Magic of 4 you're talking about several thousand potential summoners. Between corp response teams, magical research departments, twisted mages, aspected domains and the orgs it hits me as pretty weird to think that a summoner rocking a 4 isn't something runners aren't going to run into from time to time. It's an RPG, and dealing with unusual crap is what player characters do.
I never said the Fluff = Rules. The Fluff informs the Rules, for without the Fluff, the rules become arbitrary and meaningless. Shadowrun is a living, breathing world. It is not a Set of Mechanics. You are spouting the same arguments that many use to demand an increase in the Skill Ratings because mecahnically they disagree with the Fluff, and they believe that the Fluff on those Skill Ratings is garbage. The game is fluffed to render a specific theme. The world is set up to imitate that Fluff, and thus allow that theme to come to life. Unfortunately, there are some who seem to think that the limits of that theme (and thus the Fluff) are wrong and broken. The fact is that the Fluff DOES support the view I have put forth, regardless of which edition it comes from.
The fact remains that Spirits above Rating 6 are powerful compared to mortals. You can't really argue that. And the higher they go, the more powerful (and thus overpowered) they become (even if you can design some countermeasures to partially compensate for that). In the end, just like the Pornomancer, the Climbing Monster and the Medic from Hell, things become broken when taken to extremes. Spirits above 6 are the extremes. In small doses they are fine, but when every character, whether PC or NPC is assumed to be able to just casually summon a Spirit of Force 8+, then the world rapidly breaks down (Just as it does with overpowered characters). Because I can guarantee you that if the assumption is that PC's can do it, then the NPC's can do the same or worse (After all, the PC's are not Special Snowflakes, and the Corps have greater resources than a PC will ever have access to). At which point, you have an Arm's Race in every sense of the word. It is a race the PC's WILL LOSE in the end.
Anyways... No worries. Different interpretaions of the Rules are allowed. You appear to have a different interpretation of the Game World than I do. No Problems. I just think that it is very disingenuous to suggest that Spirits of Forces above 6 are the Norm for the Game World. It is only that way if the GM does nothing to control that world.