QUOTE (Neko Asakami @ Jan 15 2012, 10:59 PM)
First question: I've got a player that's going to be playing a drake summoner who has designed his own tradition. Obviously, his Combats spells are Fire to fit with the Dragon mythos. He currently has no attack spells that are Fire-based, instead he's using Iron Feather and Lightning Bolt. I strongly dislike the rules for Electricity damage and think that he is taking Lightning bolt just to abuse the broken rules. I also think it's MASSIVELY outside of this tradition. Ignoring GM Fiat, is there anything in the rules that would allow me to veto this power? If it matters Air (which I personally think is where electricity fits as an element) is his Illusion school.
Lightning Bolt isn't an excessively powerful spell, and you're not obligated to match spirit and spell elements. Maybe you can convince him to also take a fire spell just for flavor reasons though? Ignite (Manipulation) is a versatile and effective spell.
QUOTE (Neko Asakami @ Jan 15 2012, 10:59 PM)
Second question: We're going to be heading to Bogota. For now, they're on the Amazonian side. How likely would it be for the average Aztechnology soldier to have the non-conductive armor upgrade? What about various spec op teams or mercenary units?
It's more common for security guards than for soldiers. Tasers make good low- to mid-range weapons, with good damage output, AP and they're more or less legal to carry, so security guards will face them regularly.
Even on the high end, the AP capability of electrical attacks (like shotgun-SnS, or tasers in the generally short-distance combats you get in a jungle) are important and make those guns effective especially against heavily armored opponents, but they compete against other BGS, so it's a toss-up: if the enemy uses them a lot, it's time to armor your troops against them.
There's only so many armor mods you can stick into any suit of armor, and Bogota has an extreme jungle environment, which probably means you need to stick some sort of climate and perhaps anti-bio/chem-warfare mods into the armor too, so it's possible they couldn't also put in non-conductivity.
So, final verdict: sometimes they do, sometimes they don't. If the players have the appropriate Knowledge skills, they might be able to recognize the armor, or the uniform and know whether those regiments typically carry non-conductive armor.
QUOTE (Neko Asakami @ Jan 15 2012, 10:59 PM)
Third question: Should I just let him be and let him kill something every round, regardless of how tough it actually is?
Offense is generally stronger than defense in SR. It's not too hard to get the dice pools to kill a guard or two every IP, 3 IPs in a row. However, the PCs are almost as fragile, and a handful of guards concentrating their fire on a single PC stand a good chance of dropping that PC in one round too. This is how the game is; don't get too attached to nameless NPC guards.
That doesn't have to stop you from having enjoyable, challenging combats. But you should adjust your expectations a bit; expect the PCs to blow through most NPCs pretty quickly. They have to, because otherwise they're dead themselves. Even letting NPCs live long enough to sound the alarm can be disastrous, so they really need to triumph at high speed in nearly every combat if they want to do a mission perfectly. This means there is actually a great deal of pressure on them to not slip up even once, which alone can make things exciting.
Second, consider that everyone knows they're all fragile; nobody wants to die. So NPCs will try to make it harder to hit them, by taking cover a lot, and not standing closely together as easy grenade, wide burst or Stunball targets. Also, they can and should throw a lot of grenades, because those are dirt cheap and quite scary.
PCs can't just walk onto the middle of the battlefield and shout "bring it on!", they'll be dead by the end of the IP. Once they realize they need to be careful, the kill rate slows down a bit.