QUOTE (Malachi @ Mar 16 2009, 12:46 PM)

Here's a thought: instead of Net Hits that changed the DV, why not have the increased Drain based on the number of hits the Opponent rolled on their test? This would be similar to how Drain is calculated for Summoning Tests. It also has the nice mechanic that the Magician isn't getting "punished" for success, it's more of a "negative feedback" situation from the Opponent. The Magician is channeling a ton of Mana and trying to "jam" it directly into his Opponents aura, the Aura "pushes back" on some of that mana and (having no other place to go) it slams back into the originating Magician. For area affect you could use either the highest hits achieved by any opponent, or the total of all hits achieved by all affected by the spell... though the latter may be too punishing for Area Effect spells.
I just thought of something that goes with this that
would help mitigate Overcasting. Keep the rule above as it is, but in the case of Overcasting (Force > Magic), the Drain is increased by Target's Hits x 2. It even makes sense conceptually because the Magician is channeling more Mana than they can safely handle in a spell, therefore they are more sensitive to the "push-back" that the Aura(s) give. What does everyone think?
EDIT: I should also add that ever since SR3 my games have had the house-rule that a Magician must remain conscious from the Drain in order for the spell to take effect. I never liked the idea of a Mage throwing a spell, dropping everyone,
then falling unconscious. In my mind, Drain was representative of the mental and physical exertion it took in order to "ground" the mana into your body and shape it into the spell effect you want. So it made sense it my mind that if the Mage couldn't stay conscious through that effort, the spell would "fizzle."