continued...QUOTE (Falconer)
The final point is a rundown of why a lot of people feel that possession is badly balanced compared to materialization.
Okay possess the guard exactly the same as materialization if you take the books suggestions... okay
I'm not sure what the point of the long numerical list following this. It seems to be arguing that possessing an enemy is often better than using a materialised spirit and that this is held up as a counter to something I said. I'll repeat my point: I said using possession spirits to possess and take out grunts is seldom worthwhile and I compared it to a magician taking people out with stunbolts. So first off, setting it up in comparison to materialised spirits doesn't address what I was saying at all. Secondly, I was explicit in stating that it wasn't often worthwhile unless you were dealing with more powerful enemies, not typical security guards. I said paying force x 500¥ / number of services to deal with grunts wasn't a good deal in comparison to a samurai's bullets and that summoning non-bound possession spirits at sufficient force to do this reliably on the fly was inefficient in comparison to just getting a couple of action phases of Stun Bolt in (or better, Stun Ball which at Force 6 has the same drain as the typical result of a Force 4 spirit summoning without the unpredictable risk of the spirit rolling high). So basically, the long comparison of Possession's advantages in this scenario over Materialisation aren't really germaine. If you really need to take control of an enemy grunt you can do it more quickly with Control Thoughts than with on the fly possession spirits - and the victim wont have glowing eyes and an energy aura to give him away, either! The point is that this all suggests this Possession tactic isn't actually that worthwhile against grunts, which is what I said. Save it for going against the cybered up troll family or something.
That point made, there are still a couple of issues with what you said anyway.
QUOTE (Falconer)
1. you've just taken out a guard in the act of possessing... (and 2x force vs. standard mental attributes isn't even a challenge). A materialization spirit on the other hand takes a round to materialize and hasn't even attacked anything yet in the presence of coming to the physical. (it attacks much faster, and MUCH more effectively!)
It's true that the Possession spirit starts "attacking" directly from the Astral. It's six of one and half-a-dozen of the other though. For one, it might fail completely whereas the Materialisation's failures will be partial. Even if its attacks aren't doing much damage, it's at least drawing fire, in melee with your enemies, etc. Basically, it depends on the circumstances. Want something to cover your retreat as you flee? Materialisation wins. Want to take down a lone guard before he can send an alarm? Possession might be the best. "MUCH more effectively" isn't supportable. The answer is: it depends.
Regarding "2x Force vs. standard mental attributes isn't even a challenge", this is arguing a general case from presumed specifics. If the average grunt has a Willpower and Intuition of 3, then you need a Force 4+ spirit for the odds to be in your favour. I basically reject you handwaving the availability of Force 4's summoned on the fly the whole time. There's a good chance you'll get drain doing this on a run, something the samurai or the adept doesn't have to worry about. And even at Force 4, the odds are hardly "isn't even a challenge". The odds of successful possession are actually only just over 53%. Boost yourself to a Force 5, and the odds become 70% in favour. That's a really bad cost to benefit ratio.
QUOTE (Falconer)
3a. on top of this... IF the FAQ is followed (and contravenes the reprinted SR4a). Those new limits aren't even subject to augmented maxes... this only gets worse.
This has been addressed. And given all the disadvantages of Possession, they'd better get some breaks. If you're limited to only using available victims to get your spirits into combat rather than Materialisation spirits appearing wherever and whenever, they'd better come with some bonuses to balance them. (Incidentally, while I'm on the subject of the availability of vessels - "drone opposition." That's all I'm sayin'
QUOTE (Falconer)
4. Further insult to injury is when you claim now on top of a guard w/ reasonable equipment/armor etc... it now has hardened quality
I never said that. ItNW stacks with armour. The hardened quality only adds up to its normal limits. This is pretty clear. So someone with Ballistic Armour rating of 6 who suddenly gets possessed by a Force 3 spirit, now has Ballistic Armour 12 against mundane weaponry, and hardened armour of 6. So attacks need to beat the 6, and soaks against any that get through are rolled against with 12 (adjusted for AP).
QUOTE (Falconer)
AND even further armor to resist mundane damage. (again minimum 4x force of spirit... +1rea, +1bod, +2ItNW)... you start to see where things get a bit you of whack, force 6 spirit means at minimum +24 dice of damage resistance!!!
This is slightly out. It's not +24 dice to resist damage. It's some extra to avoid getting struck, some as armour or body). The system has boundary conditions meaning the average results of separate tests can't simply be added together, especially when all these tests are subject to different modifiers. But yes, it's a big help in not dying. It's a Force 6 spirit. There's nothing wrong with it being a monster. It's supposed to be. You've either paid 3,000¥ for it (the cost of 66 grenades or four high explose rockets), or you've taken a big old risk in summoning it during run time. If you're the sort of magician who uses Force 6 casually, then you're the sort of magician who should be facing very dangerous opposition.
QUOTE (Falconer)
which more than doubles the number of dice that most street sams are rolling... even heavily armored trolls rarely have that much to start, and that's not starting, that's, ADDITIONAL.
Yep. But the samurai is keeping her abilities all day long, fight after fight, with minimal cost, no occasional bad drain rolls, and without requiring notice and without being subject to all sorts of magical restrictions such as Mana Barriers, wards, background counts and aspected domains, sniping from astral attackers. Magic in Shadowrun has always been great gains at significant cost / risk. Basically, I'm fine with what you see as a problem. I've had to deal with a cybered up troll in an otherwise non min-maxed party. I can deal with a part-time version.
QUOTE (Falconer)
6. Possessed military armor allows for such wonkery as increased strength (beyond augmented limits), mobility upgrade (non-encumbering), and armor upgrade.... of course getting past that OR5 is a big hurdle!
I don't know where you get the idea that having your armour possessed does anything to increase the Strength of the person wearing it. Digital Grimoire even explcitly states problems with doing such things.
QUOTE (Falconer)
8. Even channeling... a force 4 or 5 is almost always going to match or exceed attributes. And by the time you raise those higher, you should be able to summon higher force spirits.
I'm not sure of your point here.
QUOTE (Falconer)
To other posters....
I don't like this. You're implying that you wont deign to address to me or that I'm not worth addressing. Pretty rude and offensive and then going on to tell them to ignore what I've been saying. I think people can make their own minds up, you'll find.