QUOTE (Cain @ Mar 29 2009, 09:36 AM)
If the player has been properly roleplaying out their relationship to the spirits why would they put extra effort into rebelling? The mage in question had Spirit Affinity, had actively befriended his spirits (giving them names befitting his tradition, etc.) and generally done everything right. Having every force 6+ spiritact like he'd mistreated them would have been unfair.
And even then, summoning a Force 16 spirit without burning Edge is likely to be fatal. My player didn't burn Edge-- I rolled badly-- but he still ended up at 8 boxes of Physical.
In regards to the Edge reference... I expect a character to burn edge to summon a force 16 spirit, that was not the issue...
It was in reference to older rules that allowed one to absolutely succeed, no matter the difficulty, at a single task... thus you could burn a point of Karma (now Edge) to summon the obnoxiously powerful spirit and not die doing so... and then spend another Karma to bind it and not die doing so... voila, I can now rule the world with my obnoxiously powerful spirit because no one can oppose me...
That was fixed with the way Edge expenditures now function...Burning an Edge point now only gives you a critical success (4 Successes)... not generally a good idea unless you are rolling so few dice that a critical success is a statistical impossibility and you absolutely musty have it... On contested rolls it is not as useful, as you must still exceed the number of success generated by your opposition to succeed. Against a powerful spirit... 4 successes may be enough, then again, it may not be... definitely a better resolution in my opinion.
As to the Way that Spirits are treated... it is a campaign, roleplaying, issue almost always...
In a campaign that does not allow the character to delve into the relationships that a mage/shaman/whatever has with his tradition and his spirits, it is a control...
In a campaign that allows such, it is a control for those that do not take the time to invest themselves into the tradition and the way it treats spirits.
It is something that is used in our campaign to balance out the world view of magic with the "Crunch." If all you care about is the crunch, then in our campaign you will always suffer under the controls put in place to showcase the exceptional power of mages. Those who are in complete harmony (or at least attempt to be in harmony) with their worldview/magical tradition, and who take the effort to stay in favor with it will reap some benefits.
Again... it is not against the rules to make summoning difficult... In our campaign, the summoner of your Force 16 spirit would have had his summoning dice pool to resolve the summoning of the spirit and his Binding dice pool to resolve the binding of the spirit. He could even spend his edge to do so... perfectly within his right. If he has negotiated with the spirit on an astral quest (necessary in our campaign for a spirit of this extreme magnitude), had the requisite magic rating, and was in great favor with the tradition as a whole, it might have been resolved with the spirit resisting with only 16 dice... on the other hand, if he was not in synch, he would have been facing a summoning resistance of 32 dice and a binding resistance of 48 dice (rather than 32)... there is a reason that such spirits are rare (as summoned) and almost non-existent, even in legends (as bound). Even so, I have yet to ever have a reason, ever, of summoning such a powerful spirit... for the same reason that I do not, ever, look to have access to a Main Battle Tank on the Streets of Hong Kong... it just has no real place.
I hope that this (as well as the previous information that I posted) sheds a little light on why spirits can resist a summoning, if they so choose to do so... As a magical character you have access to a great deal of power, and like all power, it must have some constraints. There is always a price paid for every decision that you take... You can always attempt to summon any spirit of any power... there are always consequences to doing so...
That being said... As long as the consequences are laid out for the game world, you cannot complain when they are enforced. It is not Dickish for a spirit to want to resist with all their ability, should they choose to do so, and a magicial should be ready for the possibility that this may occur at any instant... as a GM you always have the option to not apply modifiers as you see fit, as long as they are applied consistently and rationaly.
It would be dickish if it was arbitrary, which it never is in our campaign (and our application of the options are acceptable under the RAW)... You known the risks, you takes your chances.
My Two Cents