Thanks for the early replies; I've incorporated them into a revised document (already on Google Docs, gotta love how easy they are to update). Long story short, I've revised my opinion of Powerbolt (not so useless) and Clout (yes, useless). Now, on to detailed replies:
QUOTE (Summerstorm @ Jan 25 2010, 04:20 PM)

Whoa... worked long on that all?
A few hours, I guess... didn't keep track, and I started this project over a year ago

QUOTE (Summerstorm @ Jan 25 2010, 04:20 PM)

I am still reading it but here are some thoughts:
1. You have Vehicles/Drones generating resistence against spells. This is not so. IF the Magician cracks the threshold on the drone. (Most likely about 4-6) his spell will do FULL damage unresistet. The only thing body is good for is for more hitpoints... i mean boxes
Could you give me the page number with the discussion of that threshold? The exact numbers are very important; I was assuming that inanimate objects get to resist with their body. Treshold of 4 equals body of 16, so that means that drones are much more difficult to destroy with spells (Powerbolt, Wrecs) than I thought. This may also increase the usability of the elemental spells, making them actually useful (but only against drones and vehicles). That said, you still need to overcast and take phys damage to deal good amount of damage to the drones, so unless you need to kill it RIGHT NOW, safe (no overcast) Power/Wrecking it over a few turns (till you succeed on that threshold check) is a way to go.
QUOTE (McCummhail @ Jan 25 2010, 06:06 PM)

I really like what you are doing with the indirect elemental spells, but there I have some issues with some of your assumptions.
Stun != Physical
The vehicle rules (which drones fall under) explicitly state an immunity to stun damage.
Which means that punch and stun bolt instead of being super effective are useless in that situation.
I will give you page ref when I able to get to a book. I am not certain that spirits are effected either.
Physical Damage on the other hand is always effective (destructive).
Granted Stun does have more versatility in general than stun, they are not wholly equivalent.
more later when I have time.
I always knew stunbolt/ball cannot affect vehicles; I guess I got confused by Clout/Blast description. I've corrected this in the doc.
And I found the rule: SR p. 158 indeed states (Condition Monitor) that "Vehicles do not suffer from Stun damage." That does indeed mean that the Wreck spells have to be based on Powerbolt.
For the record, Electricity Damage, p.154 specifically addresses that Vehicles/Drones take no damage, but may cease to function. Unfortunately, the chances of that happening are very slim (I correct a tiny error in my calculations, but with the Tester getting the average 4 successes, he has a 15% chance of shutting down Steel Lynx, and 0.5% for the Bulldog Step-Van

).
QUOTE (Summerstorm @ Jan 25 2010, 04:20 PM)

2. I in my game use the optional rule of "Raise the drain of direct combat spells by the NET HITS used to enhance the damage" Magicians still make one-hit takedowns, but it is more likely they at least get a minimal drain. this takes them in line with the drain of the elemental spells a bit, which still have to get through more armor-dice and such, but have other advantages (indirect fire, intimidation-value, secondary effects, effects on non-living things and surroundings)
Interesting, I can see how that would balance them. Wouldn't that result in general nerfing of Combat Spells? You write later that in your game spirits are overpowered - perhaps this is because they spells no longer are?

QUOTE (Summerstorm @ Jan 25 2010, 04:20 PM)

3. While stun-spells are slightly better in drain, don't forget that there are some people out there, which can funtion while fully stunned (Pain-editor) Also others can be "reactivated" very easily by a stim-patch or internal means (Nano-medikit, drugs). A "Make-Dead" spell is a tiny bit more effective in the long run.
Umm, I vaguely recall the Pain-editor... book and page number would be much appreciate so I can look into it

QUOTE (Surukai @ Jan 25 2010, 04:36 PM)

I rather like your list and suggested rebalancing. Stunspells are way too powerful and without any reason. Not only can stunned targets be interrogated but your stuntrack runs out first anyway because of stick n shock combined with high armor making most guns do stun damage instead of physical.
Sound damage is still too poweful though, an Adept with sound as elemental strike will instant-disable anyone he touches

Yaah, anybody who has seen an adventure derailed by a mage stunballing an entire room of NPCs does know that spells are overpowered

I would agree with you before I was corrected on the "stun deals no damage to vehicles/drones" misconception. In the current situation, I no longer thing Sound is THAT overpowered; that said in your selection of elemental spells it is still one of two you should take - Sound for metahumans, something else (Fire?) for vehicles/drones (using elementals on spirits is a waste due to their dodge values). That said, you are still better of Stun/Powerbolting metahumans.
QUOTE (Karoline @ Jan 25 2010, 06:22 PM)

Spirits have stun tracks and are affected by stun just like anyone else. They just have a hardened-armor like ability to ignore any damage (from weapons) that doesn't break their armor.
I was actually looking into that - I recall how dangerous hardened armor spirits were. But looking at SR4:294-295, I am not seeing Hardened Armor as a power of any spirit (plus - they don't seem to have an Armor attribute at all!). You get Armor attribute only from gear...unless I am missing something Even the fragging dragons on SR:296-297 seem to have no armor (although they have innate power Hardened Armor

. And f my reading of Hardened Armor rules are correct, its value is also the armor value of a crit; and most crits have no armor - and that includes spirits...