Firstly I'm not opposed to house rules.. I'm opposed to dumb house rules like the one proposed earlier or Neraph's which nerf things so badly and severely that they just won't be used ever. The important thing is that each tool has a niche... the size of the niche I don't believe can be argued... because it's entirely dependent on the GM!!!
QUOTE (ZeroPoint @ Aug 10 2012, 03:37 PM)

The other is that indirect spells are undetectable so it has utility in its ability to remove a target stealthily. Whereas indirect spells have obvious signs or will otherwise easily notify enemies to your presence. This both puts the mage at greater risk (geek the mage first), and can destroy tactical advantage.
You keep saying this but it's dead wrong. While SR doesn't require specific gestures and the like to cast. All spells produce noticable effects. How noticable FOR ALL SPELLS is a function of what force they are cast at. The rules for noticing magic make no difference for spellcaster, target, etc. Even astrally perception provides a bonus to notice spellcasting, but is NOT A REQUIREMENT.
Some spells like armor or indirect combats even say outright what form this noticable takes (glows like a lightbulb). The exact form this perception takes is a function of the GM... maybe the caster gathers a glowing bit of mana... a shaman's easy because they exhibit a shamanic mask when they cast (+2 more dice to notice a shaman than a hermetic). So once again, you ignore the purview of the GM to arbitrate the rules and apply the situation as he sees fit. Instead make a blanket statement you can't notice these spells at all when the rules state otherwise! The problem isn't that there isn't a noticable effect, it's the GM not applying this.
Even possession the target of the possession unless realistic form is in play exhibits clearly magical signs that he is possessed. The threshold to notice is 6-Force, for everything. Under 3rd edition you might have had a case... perception TN was 4+Magic-Force (so a very high mage could do things very subtly... low magic people would produce quite vulgar effects were quite noticable on the target and the caster).
I even see other egregious errors such as you successfully mob mind a crowd... but they shoot you before you get commands off. Which is wrong. You control their minds they don't do anything you don't tell them to. Spell says you direct EVERYTHING they do. They don't continue to do things until you give orders. The lesser "Mob Control" merely gains control of their bodies and not their minds which would stop the shooting. The better version gets both their mind and their body.
And I disagree very strongly with this 90% of situation nonsense. The percentage is PURELY a function of GM opposition. If your GM uses 100% drones for defense... then stunbolt is worthless (as is manabolt) as it only works on 0% of the targets. (Obviously most people use a mix, what mix is the question). The only contender really for any of this is Powerbolt!!! (since powerbolt can affect the same target list that an indirect can). I showed mathematically in another thread that merely using the published optional rule... the damage came out in favor of the indirect elemental for equal levels of drain. Completely ignoring secondary elemental effects (such as making the drones ammo blow up or fuel ignite or similar). Most of the problems with direct spells come from the damage increases for free, so the caster can keep the force (and drain) low, while still achieving 1 shot utility. (2 shots of SnS vs 1 stunbolt... the target goes down either way and the mage may take some drain.... all is right with the world. Force 11... 4 drain... which averages about a half point of physical for most mages (compared to the hold-out pistol which takes no drain).
Similarly... it is possible to make up nearly identical spells which I've stated many times in here and consistently gets ignored. You can make an indirect single target indirect spell for +1 drain code, exactly the same as powerbolt (single target, physical +1). Similarly, you can make a physical version of powerbolt which only deals stun for +0 drain (+1physical, 0LOS, -1stun). One of my favorites is a spell version of a stun grenade... physical, +2 drain code, no elemental effect. (LOS-area +2, Physical +1, stun -1). -2 penalty to reaction to avoid area effect, as a spellcaster my spellcasting dice are far better than my thrown dice (and no scatter). Everything seen or unseen gets blasted for stun damage. (NB: the rules for damaging barriers make no difference between stun and physical. Only vehicles have that immunity; it's merely the difference between a pressure cooker type effect and a wall of air blast wave type effect).
My other issue is that the spell crafting rules give very little leeway here for much to change. Adding elemental effect is +2 more drain to any spell. Dropping that to 0 strikes me as very wrong. (something for nothing). I've found that the stunblast spell described above works very well in actual practice. (also been known to levitate grenades into position then punch the remote detonator). Some of the elemental effects such as 'sound' are actually quite devastating! Sound is a great example... with sound... armor is ignored, the damage is stun (resisted by body only). If the damage exceeds willpower the target is nauseated (unable to perform any actions for 3 combat turns and has wound penalties doubled). You don't even need to wait an hour til they heal some stun and wake up.
For those reasons, and other elemental effects as well. I don't need to do enough fire damage to destroy the drone... only need to do enough to set off it's ammo bins/fuel tank. Other examples can follow from these... I can't see reducing the elemental damage drain modifier by more than a point. +2 -> +1. And that only if you change the fluff and setting to make them more common.
And to take the example above of using min(Magic,force). Okay... I have magic 5... I multi-cast 2 force 5 spells.. problem solved target goes down... I take little to no drain and the target takes 12+ stun. He hasn't solved his problem at all. Only hasn't run into people who know how to work the system. That's one of the same criticisms of the optional direct drain rule. All he's done is short of multicasting is ensure a single mage will pretty much never be able to one shot knock out a target... since rule #1 of combat is geek the mage... the ability to eliminate targets before they can.
Really I've seen very few workable solutions... and most of them deal with changing the rules regarding direct combat spells, not futzing with their drain codes to make them unusable. The drain normally does increase as a side effect of higher force/multicasting though.
The most workable one I've seen done a few times... was simply to roll willpower/body a second time to soak damage.
But in the end this really doesn't do much more than the optional rule does. Instead of using force 7 or 9 + net hits to knock/out kill the target. Force is dialed up to 9 or 11 + net hits... to offset the extra you need for the soak.
Limiting the high end damage, simply results in multi-casting being more common.
We've toyed with increasing drain for all spells overcasting as well. An extra 1/2 point per point of force over magic. This works reasonably well in fact.
But overall, we've generally found toying with rules and playtesting various things is that spells generally aren't the problem... it's spirits and critter powers (especially at high force).