QUOTE (Bodak @ Aug 1 2017, 03:31 AM)
guess that must be an objection on purely mechanical grounds,
It is. For just a small sample of the mechanical issues in SR5, compare casting multiple spells at once, to performing multiple attacks. I suggest you do the reading, but to save you some time, Magicians split their base pool and then add pool modifiers (such as Mentor Spirit and Specialization) to each casting. 'Mundane' multiple attacks calculate the worst attack pool, then split dice.
QUOTE (JanessaVR @ Jul 31 2017, 12:54 PM)
We certainly felt at least fairly different in our approaches to magic.
I'm sure it felt different. My point is "how different were your characters, really?" Here are a few thought experiments for you to consider.
1) Could your two Magician players have swapped character sheets, and still played the characters as they had before the swap? In other words, could you still play your Hermetic using the Shinto character and vice versa.
2) If one of the Magician characters had to leave for some reason (character death, player unavailable, etc.) how much effort (read: Karma) would it take for the other Magician to be able to bring the same mechanics to the table? It looks like your Hermetic would need a couple points of Summoning, and maybe a few "signature" spells, and it could be like the Shinto never left.
3) If the player wanted to replace their Magician with a Magician of another tradition, for whatever reason, how much would have to be different? If you wanted to swap out your Hermetic for a Shaman, how different would they really be? Different philosophies, sure. Different trappings, probably. But would there be any difference "under the hood?"
As for your Adepts, how difficult would it be for say... A Voodoo tradition Magician to replace them? For your Warriors Way, say be possessed by a Guardian Spirit, with an Optional Power of <Firearm Skill of Choice>, and [Force] added to all Physical attributes? How close would that be?
QUOTE (JanessaVR @ Jul 31 2017, 12:54 PM)
On spirits, our house rules state that their default Attributes are equal to their Force (and cannot exceed it), and that they get 1 critter power per level of Force (in addition to their free powers of Astral Form, Sapience, Materialization/Possession, and Hardened Armor when Materialized/Possessed). Exactly what those powers are (and the appearance your summonable spirits take) varies by your tradition, and effectively equate to "whatever you can talk the GM into if it’s not deemed disruptive."
If I am reading this correctly, that makes it sound as if all Spirits are the same. With the possible exception of Elemental effects, all Spirits are identical, you just call them different names. A Spirit of Man, for example, is the same thing as a Beast Spirit - just with less growling.