QUOTE (Draco18s @ Sep 13 2011, 05:31 PM)

Two different mechanics that function the same.
It's like a diesel engine versus a gasoline engine.
Both take petrol input and both move the vehicle. But they do it in different ways.
I agreed with you, remember?

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So you don't like the Heal spell then? The only spell that has a different mechanic from every other spell ever.
Ew... don't get me started

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QUOTE (Ascalaphus @ Sep 14 2011, 01:53 AM)

That's also the direction I was leaning in... (this is for Materialization spirits of course)
Fire: ItNW, allergy to water and other stuff that extinguishes fires. Fast and does a lot of damage.
Air: ItNW, extremely fast but doesn't do much damage.
Water: ItNW, fire allergy, on the fast side, does some damage (cold).
Guidance: ItNW, average speed, doesn't do damage.
Task: no ItNW, average Body, average speed, average strength, can be convinced to wear armor.
Man: no ItNW, average Body, average speed, average strength, can be convinced to wear armor.
Guardian: no ItNW, fairly good Body, normal speed, strong, can be convinced to wear armor.
Beast: no ItNW, fairly good Body, fairly fast, on the strong side.
Plant: no ItNW, high Strength and Body, but somewhat slow.
Earth: no ItNW. A juggernaut with really really high Strength and Body, but not very fast; can be outrun or dodged.
Insect spirits actually merge with host bodies, and can be destroyed by destroying the host body; the host body doesn't get ItNW, but tends to be tough.
Shedim possess a host body, and the body can be destroyed, denying them a way to affect the physical world. But normal damage to the host doesn't affect the spirit. Maybe an allergy to ceremonially blessed objects/substances, to let mundanes injure the spirit/force it out of a body?
This is quite workable but also FULL of standard fantasy fare. Can't we get rid of at least some of that? Why does ALL fantasy stuff have to be the same? I actually like the fact that spirits are quite tough vs bullets, but if you pack a big enough bullet, you can still kill them.
I think spirits should be more vulnerable in melee, though. Perhaps let people attack a spirit with Agi+Cha(or WP) + skill? Yes, I know, another special case... duh.
QUOTE (Seerow @ Sep 14 2011, 03:08 AM)

Well I'm still in favor of the hardened armor = auto damage resist. But I can see where you're coming from.
Yes, I am, too, with a reworking of vehicle armour (and generally ALL vehicle rules).
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Maybe force+X ballistic/impact armor (X varying by spirit type. Earth might be something high like 6 while Wind might be 0, as a quick example), and an optional hardened armor power that gives additional hardened armor = to force (or maybe even half force). The hardened armor may
So a Force 6 spirit with moderate armor and the hardened armor property would have 6 body, 9 armor, and 6 auto successes. That makes it pretty darn durable, but can be gotten past. If that's too hard, then the half force for hardened armor would fix it.
Hmm, I think giving it Force auto-successes is enough. That's already a ton of armour right there (equivalent to 3xForce in regular armour), and they can still roll edge dice to soak more.
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Anyway, am I the only one still in favor of the separation of hermetic and shaman then? I was thinking the ally spirit vs instant use spirit powers was a pretty cool divide, but it seems like I'm pretty much alone in that.
Indeed while this brings back time-honoured SR traditions, I actually like the simplicity of the new system. Plus you are now stuck with only two fundamental traditions.