QUOTE (Jaid @ Jun 2 2009, 11:11 PM)
great idea, let's also add a ruling that if the sammy builds an effective character, he automatically takes 5P damage just because you don't like it too! [/sarcasm]
*rolls eyes*
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k, first order of business: power focus doesn't add to magic kerenshara. it adds to magic *tests*.
Quite right, I should have written it as [Whatever + Magic (10)]. It adds to just about everyting worth mentioning, in terms of the crunchy bits. There are other things where it won't, sure, but compared to spellcasting and summoning (and if IIRC, checking to see if it's overcasting/oversummoning drain), I will leave my generalization as is.
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secondly, if i were a spirit, i have no idea how i would think because spirits don't think the same as us. it's quite obvious that they don't function the same as you or i. you and i cannot be summoned into another plane. when we get there, we aren't nigh-invulnerable to small arms fire. we can't jump into a different plane of existence, hurl balls of fire on a whim, float through the air, or many other things that various spirit types can do. and yet, even though they can do all of those things, they're fine taking orders from humans.
What makes you think they're "fine taking orders from humans"? They are compelled and forced through magic. That's why they get to make an OPPOSED ROLL against the summoning mage. It's the level of their resistance that sets the mage's drain threshold. They can be forced to sacrifice themselves painfully for their master. I fail to see where "fine" comes into that.
And so we're clear, the DnD reference was to illustrate how a summoned creature might see its servitude, and how that understanding might color how summoners view and treat their spirits. Street Magic goes into detail about how different traditions (when viewed globally, they probably actually as a group far outnumber "hermetics") view and interact with the spirit world.
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now, i would argue that if you're going into a major battle, summoning force 3 spirits is going to be the one that gets you a bad rep, because those spirits are going to eat it. if you summon a force 8 fire spirit and tell it to fight a bunch of your enemies or something, well, burning stuff is what fire spirits do. and most of their small arms fire will bounce right off it, assuming they can even hit. the spirit is facing relatively little risk, especially compared to a force 3 or 4 spirit. and even if it does die, it isn't dead, it's just banished for a while. you don't even have to bind it, you can just summon it, so the binding test for a force 8 spirit is irrelevant, and it's attitude towards being bound is irrelevant, because it isn't being bound. even then, it's still you deciding to screw over the character. you may as well just tell them they get hit by a cow from orbit. spirits spending edge to resist summoning binding should be reserved for situations where the spirits have legitimate cause to hate the character. if the character has legitimately been abusive, that's one thing, but if the spirits they've summoned haven't been abused, the spirits don't just randomly decide to screw over the player (well, maybe on a glitch or critical glitch or something...)
Not everybody thinks a fire spirit is a handy-dandy-flamethrower-pitbul-with-benefits. And spirits (especially lower force spirits) are very useful outside of combat. And we're back to how "easy" or "hard" it is to summon a high-force spirit on-the-fly. It's a lot harder to get the team medic (What sissy is playing a softie support character like that, anyhow? Must be an NPC) to heal you of your drain damage under fire, and unil it's healed, you're down dice. I think we were pretty clear about an "astral reputation" being based on intent, rather than just consequences. "Screwing a character" was supposed to be a final act against a callous and cruel summoner. The form of retribution would be in kind to the form of abuse - a spirit getting even. That's hardly a "cow from orbit". And finally, there used to be (wow, I have a LOT of old books to dig through) references to mages frequently getting the same spirits, since each DOES have a true name, and your idiosyncratic summoning methods are going to be most likely to draw a certain spirit - evidence how a fire spirit from a shaman and a shinto priest and a hermetic will almost always look totally different, and even spirits summoned by two mages of the same tradidtion could manifest in entirely diferent forms with diferent individual powers.
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having all your spirits spend edge because you don't like the mage summoning is stupid. if you're going to punish one character for using their character's abilities, you should do it to every character. otherwise, a few boxes of stun or even physical drain now is well worth it if it means you aren't as likely to get shot with bullets later. yes, it sucks, but that's a price the magician is used to paying; it hurts whenever they do just about anything. either get over it, or stop calling yourself a magician, because drain is going to be your constant companion. and would you rather eat a few points of physical drain now, when nobody is shooting at you, and you don't need to panic, or would you rather eat the drain later, when you don't have time to rest and recover, get treated for your injuries, and you've also got bullets flying at you? these aren't normal magicians we're talking about, they're shadowrunner magicians. when you go to meet the Mr. J, it's entirely possible that the meet is just a setup and you're going to be meeting with half a dozen hidden yakuza thugs with AK-97's shooting at you from ambush while you're at the wrong end of a blind alley. when you break into a high-security facility, it is perfectly reasonable to expect that you're going to be meeting some sort of security forces, and that they will try to kill you. they aren't going to ask you nicely to return that multi-million nuyen prototype, they are going to put half a dozen rounds into your skull. having a high-force spirit can be the difference between life and death in this situation.
A price a magician is "used to paying". Wow. OK, I guess I can't argue, but I never got the impression that mages routinely summoned (or cast) with such force they would be taking noticable amounts of damage (especially physical) except under the most severe circumstances. There are other ways to keep from getting hit by bullets, too: Deflection comes to mind. An extra 6 dice (avg 2 hits) to make the other guy miss outright? Especially since the spell description says he usually won't figure out why he missed at first? Physical drain is not minor stuff. I keep likening it to being shot in a non-vital area with a light pistol while wearing light armor. Without medical intervention, it takes a long time to heal, relatively. To deal with the hidden Yak thugs, I have two force 4 sustaining foci loaded with "Detect Enemies, Extended" as well as "Spatial Sense, Extended". So if they are screened by warding, I know about it; If not, I know about that too. Out to 40 meters. Plenty of time to call off the meet. Why not focus on evading the security force? Or distracting them? Because if your team gets a rep for killing (you ask your force 8 spirits to subdue?) guards by the gross, Johnson won't want you for anything delicate, and corps are going to start seeing recouping losses in recruiting, training, development and retention (not to mention medical costs for survivors and survivors benefits for the families of the ones that don't) out of your hides as profitable or at least stop-loss. It's bad business to become known as forgiving of people who kill your employees in job lots for money while ALSO buggering you with the actual objective of their mission. By going in with a high force spirit in "facial ballistics" mode, you're setting the expectations and tone of the encounter. What about the Sleaze/Face character with the insane Con skills, who can convince those guards, with the correct hacked/forged doccuments and passes, that they have legitimate right to be there in the first place? If your mage is so Billy Badass, why can't he just toss an overamped stunball on the guards and end the fight before it starts? You're bringing an elephant gun to hunt squirrels. What you wind up with is an inedible fine bloody mist, lots of racket, an expensive piece of brass and a sore shoulder. A BB gun or a poisoned acorn would have worked as well, or better in a lot of cases. If you and your GM can't figure out ways to circumvent security... *shrug*