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I always understood a service to be something you tell the spirit to do. Certainly a spirit sees and assenses things naturally but it is under no obligation to tell you what it sees and notices. If you tell the spirit to assense something for you, it's an order and orders cost services in my book. The rules don't flat out say so though, so I can see how one could read them differently.
I can see that going either way. However, technically the spirit is always assesnsing, since that's how you see in the astral. Rather or not telling you what it sees counts as a service is up to individual interpretation, of course. I think just looking around shouldn't count as a service, though.
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Watchers used to last for successes in hours. You could increase that time but it cost serious money or karma. In 5th, a watcher lasts for force multiplied with hits in hours and costs force drams. Unless you go crazy, that'll usually end up being ~100¥ for a watcher that lasts all your workday. If you want one, just summon one before you leave the house for the day. When I said "free" I meant that they are another resource you can tap provided you have ritual spellcasting already. Having a watcher does not limit your magical abilities in any way and their drain and cost are negligible in my book. You do need to buy the ritual though.
Remember, a spirit lasts from sunrise to sunset, or vice versa. So if you summon one first thing in the morning, it'll last all day, without spending any reagents. Having a spirit on tap doesn't cost you anything-- there's no penalty for having it around either. True, you can only have one, but that's not a big deal.
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Watchers were meant as extras, but lets face it, in most games they were used as a pack of attack dogs and/or cannon fodder with the occasional sentry duty thrown in. Especially in 1st to 3rd Edition where every one of your watchers was a +1TN to your enemy in astral combat, they were freakishly powerful.
While it's true that the Watcher Attack Pack ended with 3rd edition, that just meant that starting with 4th, Watchers were seriously nerfed. Watchers in 4/4.5 were locked at force 1, which meant they had a maximum of two dice to do anything. They suddenly became useless as astral attack dogs, and too dumb to act as bugs, sentries, or couriers. (They were still good at irritating people, though.) Their only saving grace was that they were free to summon, and you could do so instantaneously.
The instantaneous part is important. It was very rare for anyone to go around with watchers hanging about all day, they just summoned them as needed. It was also invisible, or at least not very noticeable. Now, you need to either be in a ritual circle, or spend time drawing a circle on the ground with reagents. You also need to plan ahead-- you can't call one in a pinch. That severely limits their utility.
5e has fixed the force limit, but by restricting their skills and only giving them one useful power, they're still useless. Only now, it's better to summon a low force spirit to do the mundane tasks that Watchers used to be useful for.
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@Cain: aspected sorcerers actually can take ritual spellcasting. it, counterspelling, and spellcasting are the three skills in the skill group.
My mistake. However, I think the point stands that it's not easy to summon a watcher.
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so, for an aspected sorcerer having (most likely) already invested into the skill, at least on a basic level, the only cost at that point is knowing the ritual. and, since they can't exactly have regular spirits, we have ironically discovered a legitimate purpose for watchers: they're for aspected sorcerers to use because they don't have anything better (with the exception of homunculi, but they have their own drawbacks). also, on a side note, there are some other potentially interesting rituals. perhaps not the most amazing, but you can (for example) "curse" a group of shadowrunners with improved invisibility, costing you only a single concentration penalty and with no mention of any need to keep the entire team within any area. likewise, you can basically double up on, say, detect life by casting it as a remote seeing ritual (though admittedly doubling up on detect life is decidedly less valuable than turning a single improved invisibility effect into a group effect which you can burn reagents to ignore the drain of). you can also generate a very hacker-friendly zone using the circle of healing ritual, and for that matter can create an area that will help you cast spells (including other rituals) using that same ritual.
ritual spellcasting may not be the most amazing skill out there, but it actually isn't that bad.
Leaving aside the wisdom of making an aspected magician, the fact is that mage-types have a lot of skills they need to invest in. Rituals all have the problem that they can't be cast at will, wherever you want, and they cost money in the form of reagents. Also, they cost you slots that could be used for spells, which are useful for both full mages and aspected sorcerers. I'm not sure if rituals in general are worth the cost, because spells seem to be a lot more useful.
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mind you, if you actually get your dice pool high enough (especially through the use of teamwork tests, which can give quite a bonus) you can actually get very high force watchers. and since you can reduce the drain quite easily, the usual constraint there is gone.
so while you may make light of the force 10 watcher scheme, it's worth noting that at force 10 they actually have 8 in their mental attributes, and 5 in their skills... making them not exactly weak or pathetic within their areas of capability.
The problem is that Watchers only have three skills, of which only one is active. So, with 13 dice for Perception or Assensing, they aren't bad, but definitely not significantly better than their summoner. And 13 dice in astral combat sounds nice, but they're still no match for a spirit of lower force.