I've been running a SR4 game through a few runs now and my player group is 7 players including 2 shamans and a hermetic mage. They've started summoning spirits and have used them to good effect and it's looking like it might move to too good effect. I played SR3 quite a bit but not on the spellcasting side, and none of us had experience with SR4 prior to this campaign.
If I understand summoning spirits correctly, summoning them doesn't take any materials though binding does. Spellcasting can be done from the Astral and a mage can summon a spirit every initiative pass, which means in rapid order with less than half a minute of prep it's easy for a mage to have a number of spirits equal to their Charisma available to throw at opponents.
Now to resist drain the threshold is the # of hits the spirit scored on its resistance test *2. The average # of hits for a force 4 is 1, for force 5 - 7 is 2, etc. So a Charisma 6 shaman could easily have 6 force 4 spirits rapidly with virtually no chance of drain. It's not hard for a starting spellcaster to be rolling 10+ dice to resist drain starting and at 11, they average 4 hits which would on average net no drain for any spirits up through force 7. It's fairly easy for the mages to keep a large number of spirits around. Opponents pop a spirit? Use an iniative pass to summon a new one. 3 mages can bring in 9 spirits every combat turn.
I'm looking at the very real possibility of having 10+ Force 4 Spirits of Air, Fire or Man floating about which means manifested they have 10 boxes of physical damage each and are easy to cycle.
Against specific opponents I can certainly throw more arcane resources against them, but I'm curious if I'm missing something.
For services as long as the mage started in the presence of the target and the spirit they can direct the spirit to attack/confuse/whatever and then turned loose withdraw and simply use the link to get some sense of what's going on.
Can someone help me understand what I'm missing or provide some suggestions on how to appropriately challenge this group while ensuring that the Drone Rigger, Street Sam, Gunslinger Adept and Hacker have stuff to do. The Hacker's easy, the others less so.
Suggestions?
With a sweep of his...
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