QUOTE (hermit @ Dec 23 2010, 07:59 AM)

Aaron as in Aaron Pavao, writer and presumed author of the rules?
If you are, could you please tell us what the intent of the Slow spell was? A magic air cushion, or an instant immunity to bullets for mages?
I'm reluctant to answer you, given your recent posts. You asked nicely, though, so I'll give you the benefit of the doubt and try to make it worth your time.
Another edit: My Shadowrun work is work for hire. That means I make the words and design some of the systems, but it doesn't belong to me and I don't have the final say over things. I am not any kind of authority on how the rules work or what anybody's intention was except mine.
One of the original design guidelines was "bigger, better." Peter and John wanted f'in' scary stuff. We already had a
lot of equipment in there, and I wanted to throw the magicians (and adepts and technomancers) a bone, too.
Slow was initially a mass levitate spell (which is where the 200 kg per hit limit came from). That was obviously pretty damn crazy already, so I limited the effect to a slowing one.
It occurred to me that the slow spell would protect against bullets and shrapnel (I believe it's mentioned in the spell description). I was unconcerned, though, because a lot of things protect against bullets and shrapnel (various barrier spells are really good at it, for example, as are walls). Players have come up with all sorts of clever ways to mitigate those problems, so I had faith in players to handle this one. Players are so ingenious; I recall a story about how an AD&D player overcame an enemy protected by an anti-magic shell by polymorphing a boulder into a small rock and casually tossing it at his target.
Anyway, I've thought of a few ways to get at a target protected by a slow spell. Sorcery is one way, of course. Gas attacks work fine. Spirits with Engulf. Bayonets and many other sharp things that go into soft things that scream and bleed aren't any less dangerous; I tried to make certain that it was clear that forces were not affected, just speed, so you can still shish-kabob someone with a spear or fillet them with a monowhip, it's just more agonizing.
Edited to add I'm pretty sure that a compression wave propagates, rather than moves; a physicist can probably tell us how much the air in a location moves during, say, an event caused by a concussion grenade.
I'd love to hear other ways to neutralize the advantage granted by the slow spell. That sort of geeking out is the kind of conversation I dig.
Any other (polite but pointed) questions?