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ef31415
Like the title says.

I don't think it's mentioned in any of the rules, unless you want to count it as a skill use = complex action.

If we say that summoning a spirit takes on the order of a minute or so (draw a circle, summon, negotiate, etc) that might make spirits less of a tactical nuke in combat. Using them would take some forethought if summoning took a while.



Shinobi Killfist
bottom left of pg 179 it takes a complex action. So um yeah there tactical nukes. Though I suspect that they got stat errata coming there way. A multiplier for reaction is just insane. If that's intended I'd say house rule it to a + sign instead. I've seen the suggestion somewhere else and so curses my sloth means I can't take credit for it.
sapphire_wyvern
It's a Complex Action to Summon a spirit, a (Force) hours-long ritual to Bind them.

Summoning = SR3 Shamanic style summoning, Binding = SR3 Hermetic style summoning.

But I disagree with your characterisation of spirits as tactical nukes. Nukes can be easily disarmed by someone who knows the codes. wobble.gif

He he, just kidding. I've seen the concerns about the spirit rules here but I'm not going to condemn them till I've seen them actually in play.
mintcar
Itīs got to be a mistake with the reaction. Even if you change it to a + most spirits will have a greater initiative on the physical plane than the astral. But as it stands the air spirit has twice as high initiative when materialized! That just canīt be right. Iīm changing it without a doubt.
FrankTrollman
If you look at SR3 (page 266), the elementals and spirits had a bonus or penalty to quickness, and a running multiplier. The spirits in SR4 have the agility modifier of their SR3 counterpart's Quickness adjustment; and they have a reaction modifier equal to their SR3 counterpart's running multiplier. So it's a cut-and-paste error that someone dutifully and correctly figured initiative for as if it was intentional.

Expect spirits to have a reaction modifier of zero, or perhaps the same bonus/penalty that they have to agility.

-Frank
blakkie
Even with their Reaction fixed their Skill=Force with no limit that i've found is damn substantial. Pity the fool that goes hand-to-hand against a Spirit of the Beast. Just a Force 6 has Unarmed Combat pool 13, Str 8. Toss in Edge 6? Sure you can create a PC that'll match that, but most won't and that is just Force 6.

However once their speed is dropped they will at least be reasonably countered with banishing.
Zen Shooter01
Spirits are retardedly out of control. A complex action requiring no nuyen to summon, Immunity to Normal Weapons equal to Fx2! A force 4 spirit is practically immune to small arms fire!

Page 177 says that spirits can use their powers on any target in LOS. So a spirit in a 4th floor window 500 meters away, with its summoner standing next to it, can zap you without you every even knowing that it's there. Spirit snipers! Pg. 177 also states that "materialized physical forms are not subject to gravity," which seems to imply that earth spirits can fly!

It also seems to imply that if you kick one it will be flung away from you as if in a zero G environment, but we'll leave that bad choice of words alone for now. sarcastic.gif

And drain is equal to the spirit's hits on the opposed summoning test, x2. So a force 6 will usually do 4 drain. Whoopdee doo.

I'm immediately house ruling that Immunity to Normal Weapons is not hardened armor for spirits, and that spirits may not affect a target outside of their summoner's control zone with their powers.
Shadow_Prophet
Well considering it specificaly states that spirits in physical form are supposed to be damn near unhurtable by any non magical char. I think they work exactly like they're supposed to. and if you have a mage with banishing, you make a banishing attempt. Rinse and repeat as nessecary. It only has so many services it can preform. The more powerful the spirit, the less services the mage will probably get, and the less you have to banish.
FrankTrollman
Actually, since the spirit rolls its force to reduce services when summoned, and the spirit rolls force to reduce service reduction from banishment.... the spirit's force cancels out of the equation on average. It may as well just be an opposed test between your banishment skill and the original caster's summoning skill.

It's no easier or more difficult to banish a force 3 spirit than it is to banish a force 9 spirit.

Of course, any summoned spirit on "remote service" is currently unbanishable, and any halfway decent spirit is probably able to geek your mage in a single round. So yes, it's a problem. The total ineffectuality of mundanes against spirits renders street sams a questionable investment.

-Frank
Shadow_Prophet
QUOTE (FrankTrollman)
Actually, since the spirit rolls its force to reduce services when summoned, and the spirit rolls force to reduce service reduction from banishment.... the spirit's force cancels out of the equation on average. It may as well just be an opposed test between your banishment skill and the original caster's summoning skill.

It's no easier or more difficult to banish a force 3 spirit than it is to banish a force 9 spirit.

Of course, any summoned spirit on "remote service" is currently unbanishable, and any halfway decent spirit is probably able to geek your mage in a single round. So yes, it's a problem. The total ineffectuality of mundanes against spirits renders street sams a questionable investment.

-Frank

Well...I'm not sure where it says that you can't bannish spirits on remote services. It specificaly states that all other services, other than the one or ones its on are given up. It says it does not count towards the max number of spirits either. But neither in banishing or in remote services did i find anything that specificaly forbid the banishing of spirits on remote services.

As for being easier or harder to banish a force 3 or force 9. It realy depends on how many services and what services have been used. And actualy a better comparison is its no easier or harder to banish a spirit than it is to summon it. since its essentialy the summoning test in reverse.
FrankTrollman
QUOTE
Once a spirit has been given a remote service, it is technically
released.


QUOTE
Each net hit scored by the magician reduces the services
owed by the spirit by one (including any it is currently engaged
in).


It's already released, so Banishing doesn't do anything to it any more than it does to any other uncontrolled spirit.

-Frank
Shadow_Prophet
QUOTE (FrankTrollman)
QUOTE
Once a spirit has been given a remote service, it is technically
released.


QUOTE
Each net hit scored by the magician reduces the services
owed by the spirit by one (including any it is currently engaged
in).


It's already released, so Banishing doesn't do anything to it any more than it does to any other uncontrolled spirit.

-Frank

Services owed including the one its currently on. To me that says spirits on remote services still are carrying out a service, thus that service could still be dispelled. Which i would see as the downfall of the remote service. Its only realy one service, though it could be multiple ones.

It doesn't specificaly say remote service spirits can't be banished, so in my game unless it gets put in the errata you will be able to banish or atleast atempt to banish remote service spirits.
Zen Shooter01
Shadow Prophet: Regardless of whether or not they work as intended, they're still broken. Like I said, even a force 4 is immune to gunfire, and "Go kill those ten guys" is one service. And because summoning drain is so light, there's very little to stop a magician from immediately summoning another spirit as soon as the first completes its services. And did I mention "go kill those ten guys" is one service?
Shadow_Prophet
QUOTE (Zen Shooter01)
Shadow Prophet: Regardless of whether or not they work as intended, they're still broken. Like I said, even a force 4 is immune to gunfire, and "Go kill those ten guys" is one service. And because summoning drain is so light, there's very little to stop a magician from immediately summoning another spirit as soon as the first completes its services. And did I mention "go kill those ten guys" is one service?

And its one complex action, that you could spend a edge to get to banish that spirit, while your teamates pour fire into the mage. Theres a reason why theres a phrase "Geek The Mage First".
Zen Shooter01
But spirits now dominate everything. You're right; Its now just a race to kill the other team's mage first (which will irritate a lot of players running mages). The PC team that does not include a magician capable of conjuring is worthless - the first time it runs into a spirit, it will be massacred. The PC team that loses its magician is automatically doomed.

Because every PC team will have conjuring, every NPC team they encounter will have to have a magician of its own to counter that threat. And where are all these magicians coming from if only a single-digit percentage of the population is magically active?
Conjuring isn't an element of combat - it is combat. And that bores me.
blakkie
QUOTE (FrankTrollman)
QUOTE
Once a spirit has been given a remote service, it is technically
released.


QUOTE
Each net hit scored by the magician reduces the services
owed by the spirit by one (including any it is currently engaged
in).


It's already released, so Banishing doesn't do anything to it any more than it does to any other uncontrolled spirit.

Hmmm, i think i know why you think you are being insulted a lot. You probably think it an insult to you rather than an just an astute observation for someone to say "Frank, you are rules lawyering weenie, and an innept one at that."
Shadow_Prophet
QUOTE (Zen Shooter01)
But spirits now dominate everything. You're right; Its now just a race to kill the other team's mage first (which will irritate a lot of players running mages). The PC team that does not include a magician capable of conjuring is worthless - the first time it runs into a spirit, it will be massacred. The PC team that loses its magician is automatically doomed.

Because every PC team will have conjuring, every NPC team they encounter will have to have a magician of its own to counter that threat. And where are all these magicians coming from if only a single-digit percentage of the population is magically active?
Conjuring isn't an element of combat - it is combat. And that bores me.

Only if say you're a horrible GM.

Hell a team in sr4 that looses its hacker I think is worse off but hey thats me.

You don't need to send mages after teams that have mages...its simply not needed. There are far better ways. Brute force is a horrible tactic. Just because there is the phrase "If brute force is not working, you're not applying enough of it." it doesn't mean that its a good tactic as a GM.

Runners using spirits left and right? Astral signatures, watcher spirits, ect. Better tactics. Don't have your teams engage the runners directly. Herd the runners with better tactics. Attempt to take away the ability of them to function as a team. Jam wireless, lock doors. The runners will do something unpredictable that you don't think of.

Brute force is messy. Sending spirits to constantly do the dirty work is messy.

ef31415
QUOTE (Shadow_Prophet)
QUOTE (Zen Shooter01 @ Sep 15 2005, 08:10 PM)
Shadow Prophet: Regardless of whether or not they work as intended, they're still broken. Like I said, even a force 4 is immune to gunfire, and "Go kill those ten guys" is one service. And because summoning drain is so light, there's very little to stop a magician from immediately summoning another spirit as soon as the first completes its services. And did I mention "go kill those ten guys" is one service?

And its one complex action, that you could spend a edge to get to banish that spirit, while your teamates pour fire into the mage. Theres a reason why theres a phrase "Geek The Mage First".

If the other mage has a clue, they will be 200 meters away and _way_ out of sight, watching the whole thing on trideo.

One spirit goes down, they send in another. Und so weiter.

FrankTrollman
QUOTE (ef31415)
QUOTE (Shadow_Prophet @ Sep 15 2005, 08:13 PM)
QUOTE (Zen Shooter01 @ Sep 15 2005, 08:10 PM)
Shadow Prophet: Regardless of whether or not they work as intended, they're still broken. Like I said, even a force 4 is immune to gunfire, and "Go kill those ten guys" is one service. And because summoning drain is so light, there's very little to stop a magician from immediately summoning another spirit as soon as the first completes its services. And did I mention "go kill those ten guys" is one service?

And its one complex action, that you could spend a edge to get to banish that spirit, while your teamates pour fire into the mage. Theres a reason why theres a phrase "Geek The Mage First".

If the other mage has a clue, they will be 200 meters away and _way_ out of sight, watching the whole thing on trideo.

One spirit goes down, they send in another. Und so weiter.

They don't have to wait until the first spirit drops, they have have to wait until the first spirit moves out. A Magician with Synaptic Booster I or Increased Reflexes can summon a Force 4 Spirit every round and detail it to remote service destroy an enemy on the other side of a wall. Every time he sends one off on a remote service it no longer counts as a summoned spirit under his control and he can summon another one.

And another.

And another....

-Frank
Shadow_Prophet
QUOTE (ef31415)
QUOTE (Shadow_Prophet @ Sep 15 2005, 08:13 PM)
QUOTE (Zen Shooter01 @ Sep 15 2005, 08:10 PM)
Shadow Prophet: Regardless of whether or not they work as intended, they're still broken. Like I said, even a force 4 is immune to gunfire, and "Go kill those ten guys" is one service. And because summoning drain is so light, there's very little to stop a magician from immediately summoning another spirit as soon as the first completes its services. And did I mention "go kill those ten guys" is one service?

And its one complex action, that you could spend a edge to get to banish that spirit, while your teamates pour fire into the mage. Theres a reason why theres a phrase "Geek The Mage First".

If the other mage has a clue, they will be 200 meters away and _way_ out of sight, watching the whole thing on trideo.

One spirit goes down, they send in another. Und so weiter.

Why's that? If the sec mage is smart he'll be astrall pegging the mage runner's astral sig. Or will have a watcher do it. And why would the first reaction be, send in a spirit to kill them?

Wait wait, abstract thought.
ef31415
Is there anyone here who doesn't think spirits are broken -- and by broken I mean any competent spirit-summoning mage will so dominate the battlefield that other characters are close to ineffective. In fact, the functional effectiveness boils down to a) how well can they support a spirit-summoning mage and b) how well can they handle a spirit coming at them?

I can think of a few exceptions:
-- snipers
-- infiltration specialists
-- deckers (hackers ha!)
but all of these characters function because they don't get anywhere near a SSM.

So, let me propose a few rules for spirits:

1) A magician can only summon or bind, in terms of standard rules, spirits of force =< their initiation grade.
2) A magician can summon spirits of any force with the standard drain rules, but if the force is bigger than in (1) the spirit owns them no services. They have to bargain with the spirit, exchanging service for service. This can take a while, to say the least.



blakkie
QUOTE (Shadow_Prophet)
Services owed including the one its currently on. To me that says spirits on remote services still are carrying out a service, thus that service could still be dispelled. Which i would see as the downfall of the remote service. Its only realy one service, though it could be multiple ones.

It doesn't specificaly say remote service spirits can't be banished, so in my game unless it gets put in the errata you will be able to banish or atleast atempt to banish remote service spirits.

Of course the banishing removes it. Frank is just holding to form.

However there seems to be a way in the rules to keep the protective buffer of extra services when you send the spirit on a remote service. Ensure you convert all services to remote services when you send it out. Depending on the order in which your GM decides to banish services (LIFO or FIFO) you might want to make those extra task duplicates of the first in case it is the first one that gets banished first.

P.S. Your GM might choose to interpret the text under Remote Services to mean that sending out the spirit converts all the services to one remote service that can have multiple tasks under it, one task for each service that had been remaining. I wouldn't read it that way, but. *shrug*
blakkie
QUOTE (ef31415)
So, let me propose a few rules for spirits:
1) A magician can only summon or bind, in terms of standard rules, spirits of force =< their initiation grade.
2) A magician can summon spirits of any force with the standard drain rules, but if the force is bigger than in (1) the spirit owns them no services. They have to bargain with the spirit, exchanging service for service. This can take a while, to say the least.

You have to bargin with a Watcher until you first initiate? Er, that's more than a bit draconian. frown.gif

I think there are ways to tone them back enough that stops short of that.
ef31415
Yes, you have a point.
Shadow_Prophet
QUOTE (FrankTrollman)
QUOTE (ef31415 @ Sep 15 2005, 08:47 PM)
QUOTE (Shadow_Prophet @ Sep 15 2005, 08:13 PM)
QUOTE (Zen Shooter01 @ Sep 15 2005, 08:10 PM)
Shadow Prophet: Regardless of whether or not they work as intended, they're still broken. Like I said, even a force 4 is immune to gunfire, and "Go kill those ten guys" is one service. And because summoning drain is so light, there's very little to stop a magician from immediately summoning another spirit as soon as the first completes its services. And did I mention "go kill those ten guys" is one service?

And its one complex action, that you could spend a edge to get to banish that spirit, while your teamates pour fire into the mage. Theres a reason why theres a phrase "Geek The Mage First".

If the other mage has a clue, they will be 200 meters away and _way_ out of sight, watching the whole thing on trideo.

One spirit goes down, they send in another. Und so weiter.

They don't have to wait until the first spirit drops, they have have to wait until the first spirit moves out. A Magician with Synaptic Booster I or Increased Reflexes can summon a Force 4 Spirit every round and detail it to remote service destroy an enemy on the other side of a wall. Every time he sends one off on a remote service it no longer counts as a summoned spirit under his control and he can summon another one.

And another.

And another....

-Frank

It takes 2 rounds to summon and command a spirit. One complex to summon simple action to command.

Furthermore, yes he could do that, abstract thought tells me that thats would be bad for the mage doing it. It would also be taxing to do. Spirits on remote tasks also cary things out single mindedly. "Engage them on the other side of the wall" Well thats nice that could mean the sec team down the hall, those innocent bystandards, ect ect ect.

Lets figure out why people don't do this in the sr story realms?

Well its taxing for one.

You're creating one hell of a beacon of a astral signature.

You're going to end up pissing off the spirits. And if they don't break free themselves, another one will probably come along and either corrupt the mage, or kill him. Spirits don't like being bound certainly. And I doubt they overly like the fact that they're being summoned constantly and forced to do things.

Oh no the mage on the other side of the wall is summoning spirits. Hacker turns the security systems around, and sends a patrol of guards after the mage with shoot on sight, telling the security patrol its one of the runners with a mask spell up. Send it from the mage even. Bam security patroll rolls in and guns down their own mage.

Theres a large variety of reasons why this is not a great tactic. And its not fun as well.
Shadow_Prophet
QUOTE (ef31415)
Is there anyone here who doesn't think spirits are broken -- and by broken I mean any competent spirit-summoning mage will so dominate the battlefield that other characters are close to ineffective. In fact, the functional effectiveness boils down to a) how well can they support a spirit-summoning mage and b) how well can they handle a spirit coming at them?

I can think of a few exceptions:
-- snipers
-- infiltration specialists
-- deckers (hackers ha!)
but all of these characters function because they don't get anywhere near a SSM.

So, let me propose a few rules for spirits:

1) A magician can only summon or bind, in terms of standard rules, spirits of force =< their initiation grade.
2) A magician can summon spirits of any force with the standard drain rules, but if the force is bigger than in (1) the spirit owns them no services. They have to bargain with the spirit, exchanging service for service. This can take a while, to say the least.

This whole tactic of just spirit summoning is just brute force.

Brute force is messy. Brute force is a tactic for those who know no better. Brute force gets runners killed.

Oh look i'm a spirit summoning mage. Summon summon summon...ect ect ect. Corp mage studdies the astral signature, tracks down the person, two shots in the head while he sleeps. Make yourself trackable, easily trackable at that. Make the spirits hate you.

Sure you'll get lucky for a few runs. Then corps will start putting two and two together. They'll set you up. Or they'll track you down. Or they won't even do that and instead ruin you as a runner from afar, spreading rumors, destroying your bank accounts, putting out warrents.

Its the same problems as if you went in and blew up every building you went into, or blew large chunks out of every building.

SSM's are far from unbeatable. Prehapse their even more beatable than your standard char simply because of of the one dimensional nature of the character.
blakkie
QUOTE (ef31415)
Yes, you have a point.

Well conjurers are the new riggers, only cheaper to operate. So i understand the motivation for your zeal. smile.gif

Frank mention something i had noticed to, that you as soon as you send an unbound spirit out it comes off your limit. I don't really see why that is needed, and it just adds the ability to create a Remote Services rush. You summon and send a spirit with 2 services and send them out to first wait a set time and then rush the target. Then you summon the next and tell it to go and wait with the first and attack when it does, an so on. The downside is that you need to know the target will stay put.

P.S. Speaking of riggers, the relative cost increase for vehicles (their cost stayed nearly the same instead of dropping) kinda slowed down riggers a bit, but now that they can also deck keeps them near the top of the battlefield pecking order.
Zen Shooter01
Shadow Prophet: Everything you have said since my last post confirms my point: all combat now revolves around spirits. The opposition's tactics are all designed to do one thing: defeat the enemy's conjurer. Once you neutralize the conjurer, poof, you win.

Also, it does not take a complex action in combat to summon a spirit - because nobody is going to summon spirits in combat. If a magician knows that he's going into the field, he'll wait until one minute after the sunset/sunrise, spend 1 complex action summoning, and then put the spirit on standby. Calling a spirit from standby is a simple action. Commanding it is a simple action.

And guess what? BOD+WIL and one hour of rest heals a number of points of stun damage equal to hits. So you get up at 7:30 AM, summon your spirit, put it on standby, drink your coffee, read the news, eat a bagel, and heal all your drain damage (if there was any) by 8:30 AM. The spirit is at your command until sunset, 10 or eleven hours later.

One minute after sunset, repeat.

Someone mentioned spirits going uncontrolled. Pg. 180: "Spirits go uncontrolled under two circumstances: if the magician is knocked out from the Drain during the binding test, or if she rolls a critical glitch on that test."

They do not break free under any other condition.
Narmio
Why is everyone so quick to write off Summoning drain (to say nothing of Binding drain) as not an issue here?

Even a tweaked mage is unlikely to have more than 10 dice on the drain tests. And while statistically a Force 5 spirit is going to get 1.66 successes when summoned, in practice that number is going to vary *widely*. Some time not too far elong the spirit is going to roll three or even four successes on that test, and the mage is suddenly facing 6S or 8S drain. Ouch. That's 3-5 boxes of stun from one lucky spirit.

Besides, an assault rifle loaded with EX (Even using +2/+0 instead of +2/-2) needs only 3 net hits to pierce a Force 5 spirit's armour. With standard EX rules it only needs one. Now, if you remove the insane Reaction from spirits, which I think we all agree on, and the goons are trained to wide-burst against spirits (Which is logical, they're fast moving, after all), and there's a bunch of them, and just the one spirit, so it's getting cumulative dodge penalties...

As for weaker goons, well, they're goons, what do you expect they're going to do? They've always been unable to hurt spirits.

Regardless, as soon as decent opponents see a spirit, they're going to wail on it like crazy with everything they've got, and then go after the mage. They're going to hurt it, and the mage is going to hurt from summoning it.

It's no more a game-breaking tactic than the Ingram White Knight. There's a line between "Not subtle, but very effective" and "OMG TEH BORKENED!!!!11two".
Zen Shooter01
Narmio: Pg. 288, Immunity to Normal Weapons grants twice the critter's Magic in hardened armor. Magic = Force with spirits. An assault rifle with EX does 8P/-1, and automatically fails to do damage. According to the definition of the Immunity Power, you compare the DV, not the modified DV, to the Immunity rating.

You are correct that the drain damage will vary, but the magician might roll well, too. Even if he doesn't, the magical bulldozer he's now got on a leash makes up for a lot.
ef31415
On summoning spirits at sunrise:
Even astral, a powerful spirit will be pretty noticeable. If the infiltration target has any magical wards at all, it will set them off.

On summoning leaving astral signatures:
This makes sense. Spirits become a tac nuke, but a tac nuke with a calling card. Use only in case of emergency. Then again, any magic use leaves a signature. Is summoning worse?
What this means is that the homeboys win any fight. If I'm a mage working on corp home ground, I don't care about signature. I can summon like a fiend.
What this means is if I'm doing a run, and we get in a firefight, we can't slug it out. Get the hell out of there before they wake their mage up and we've sucking fire elemental. If we're running against a Megacorp that has wage mages on standby, any firefight is too much.
This is actually a decent set of circumstances. It will solve the problem a lot of GMs have complained about, of their runners never surrendering. Runners will _have_ to fight only when they need to, or they _will_ lose.

SSMs:
It doesn't take that much specialization to be a summon monkey. Summoning as your 6-level skill, + specialization in your favorite spirit. With Magic 5, you're chucking 13 dice to summon a force 6 spirit. And you still have all you spells, plus other skills. hardly one trick at all.

.... maybe if (force of spirit)+(services) = (success on the summon roll) ...

hahnsoo
QUOTE (Zen Shooter01 @ Sep 15 2005, 10:14 PM)
Narmio: Pg. 288, Immunity to Normal Weapons grants twice the critter's Magic in hardened armor. Magic = Force with spirits. An assault rifle with EX does 8P/-1, and automatically fails to do damage. According to the definition of the Immunity Power, you compare the DV, not the modified DV, to the Immunity rating.

The entry says (see Hardened Armor above), which has the correct rule. If the modified DV of the attack does not exceed the Armor rating (modified by AP), then it bounces. Narmio is correct. Also, under default rules, an Assault Rifle does 8P/-3AP with EX explosive, which would penetrate Immunity of a Force 5 Spirit. Without the additional EX explosive AP, you'd be able to penetrate on two net hits.
Shadow_Prophet
QUOTE (Zen Shooter01)
Shadow Prophet: Everything you have said since my last post confirms my point: all combat now revolves around spirits. The opposition's tactics are all designed to do one thing: defeat the enemy's conjurer. Once you neutralize the conjurer, poof, you win.

Also, it does not take a complex action in combat to summon a spirit - because nobody is going to summon spirits in combat. If a magician knows that he's going into the field, he'll wait until one minute after the sunset/sunrise, spend 1 complex action summoning, and then put the spirit on standby. Calling a spirit from standby is a simple action. Commanding it is a simple action.

And guess what? BOD+WIL and one hour of rest heals a number of points of stun damage equal to hits. So you get up at 7:30 AM, summon your spirit, put it on standby, drink your coffee, read the news, eat a bagel, and heal all your drain damage (if there was any) by 8:30 AM. The spirit is at your command until sunset, 10 or eleven hours later.

One minute after sunset, repeat.

Someone mentioned spirits going uncontrolled. Pg. 180: "Spirits go uncontrolled under two circumstances: if the magician is knocked out from the Drain during the binding test, or if she rolls a critical glitch on that test."

They do not break free under any other condition.

So you're saying these tactics i just stated wouldn't work against non summoning magicians? Or that they wouldn't be incredbily usefull normaly against non SSM's included teams?

Do you listen to yourself. Trying to prove your theories right by claiming whats good against one situation isn't equaly good if not better in other situations.

Just because spirits don't go uncontrolled any other ways does not mean they'll apreciate being abused like what you suggest. Spirits aren't overly stupid you know. And free spirits will pick up on these things as well.
Zen Shooter01
Hahnsoo: Oops, my bad. biggrin.gif
Zen Shooter01
Shadow_prophet: I'm saying that containing the enemy conjurer and his spirits has to be the first priority, because conjurers are so massively overpowered. The first and only question is, "What do we do about the enemy's spirit?" Because even if they don't have a spirit, tactics designed to kill a spirit will kill the enemy team. If you brought enough gun to bag a grizzly, then you brought enough gun to bag a chihuahua.

You listed all those tactics as part of your argument that spirits are not overpowered. Therefore my reply did not include fighting teams that did not have conjurers.

By the way, RE "geek the mage first"; loaned services.

Shadow_Prophet
QUOTE (Zen Shooter01)
Shadow_prophet: I'm saying that containing the enemy conjurer and his spirits has to be the first priority, because conjurers are so massively overpowered. The first and only question is, "What do we do about the enemy's spirit?" Because even if they don't have a spirit, tactics designed to kill a spirit will kill the enemy team. If you brought enough gun to bag a grizzly, then you brought enough gun to bag a chihuahua.

You listed all those tactics as part of your argument that spirits are not overpowered. Therefore my reply did not include fighting teams that did not have conjurers.

By the way, RE "geek the mage first"; loaned services.

And these were tactics used in sr3, and sr2...never got to play sr1 though.

These are tactics that I've used in alternity, all of the WoD games.

Had them used against me in exalted.

Taking away your enemies advantages and resources is SOP for any spec ops or military in the world even now.

I just applied them to the summoner situation. I'm sorry you never used solid tactics before. Perception adepts from sr3 were far harder to contain than this spirt summoning crap.

Zen Shooter01
You are not understanding me.

I understand about tactics, thanks.

My point is that spirits are so overpowered that they are always the primary tactical issue. And that bores me.
Narmio
QUOTE (Zen Shooter01)
My point is that spirits are so overpowered that they are always the primary tactical issue. And that bores me.

How can you possibly make such criminally sweeping generalisations? What about - and this is just to name a paltry three of the many dozens of likely "primary tactical issues" - A troll with a White Knight? An elf dropping from the ceiling behind you with a monowhip? A combat mage hopped up on Nitro throwing Ball Lightnings?

Take your troll-worthy hyperbole and witless strawmanning elsewhere, please. Your childish boredom does not interest us.
FrankTrollman
Think of Rock, Paper, Scissors. You have three options - guns, hacking, and magic - so an RPS model should work pretty well.

You could set things up in a balanced fashion so that each team member type had a tactical advantage over another. For example: Street Sams could beat Magicians who beat Hackers who beat Street Sam. Or you could set it up so that each team member had to deal with their own problems to get the job done - Street Sams fight Street Sams, Hackers fight Hackers, Magicians fight Magicians. That could be balanced too. And it's the direction that Shadowrun has historically oriented itself.

Now in order for that model to work, each team member actually has to be the best answer to that kind of problem. So if there's a Matrix problem, the hacker is the best answer to it. And if there's an Astral Space problem, the Magician is the best answer to that. That's fine. But if the Magician is also the best answer to physical problems - the Street Sam is sort of out in the cold.

Imagine for an instant that there are three kinds of problems: Rock (Physical), Paper (Matrix), and Scissors (Magic). Now, you can bring three kinds of characters to the table: Paper (Street Sam - beats physical problems), Scissors (Hacker - beats Matrix problems), and Dynamite (Magician - beats magical and physical problems). Do you see the problem here? The only characters that matter are the Scissors and the Dynamite.

If Spirits are so hardcore, Street Samurai may as well not even exist.

-Frank
Narmio
Jesus, does anyone ever play this game any more for the fun of playing a character who is cool?

Or is it just like Rock Paper Scissors? If you've got the character sheet you need, you win, otherwise, you die?

Since when has Shadowrun been a rock-paper-scissors game, anyway? That paradigm is usually the domain of RTS games. See Warcraft 1 for the perfect example. Magicians have ALWAYS been able to handle physical problems: That's what combat spells are *for*!

There's so much more to this game than gunplay, combat hacking and damaging things with magic. Reducing it to a rock paper scissors analogy is painful, if not insulting.
Zen Shooter01
Of course there are other aspects to SR than just combat. Combat, however, is a significant factor. In my sixteen years of experience as a Shadowrun gamemaster, I've found that in cases of character death, 90% of those deaths occur in...combat. This fact tends to nail your PCs attention to the problem of succeeding in...combat.

My point from the beginning has been that when combat occurs, it inevitably rotates around the question of who can fling their spirit into action first. Because a beginning magician with MAG 5, Summoning 5, WIL 4, statistically, can walk around with a Force 5, Hardened Armor 10 magical flying bulldozer on a leash. Which, while on standby, cannot be detected by any mundane means (and possibly not even magical ones - I need to do some more reading on that).

Yes, children, thanks for informing me about the magic of tactics. What bothers me is that all of a team's tactics have to revolve around defeating spirits, because if they don't, and the enemy has a spirit, that team will die.

My conclusion is that spirits should be house-ruled to reduce their power so that they are formidable, but not invincible ten kiloton pit bulls with AIDS.

Yes, elves with monowhips and trolls with squad support weapons can also be very serious threats. But unlike spirits, you can achieve some level of success against them by hitting them in the head with an ax, or throwing a grenade at them.
NightmareX
QUOTE (FrankTrollman)
Now in order for that model to work, each team member actually has to be the best answer to that kind of problem. So if there's a Matrix problem, the hacker is the best answer to it. And if there's an Astral Space problem, the Magician is the best answer to that. That's fine. But if the Magician is also the best answer to physical problems - the Street Sam is sort of out in the cold.

What else is new? It's in Grimoire II "A team with a magician will clean up against a team without one." Probably not an exact quote, but close enough. This has always been the case in SR, since day one. The way to counter it is to keep the opposing magician too occupied (with another magician or whatever) to be effective. Simple.
chevalier_neon
On the other hand, snipers should be banned because they are true killing machine and I cannot use my axe or grenade against them, and street sams should also be banned because they are acting 3 times more than my mage in a combat turn and soaking too easily the damages of my gun etc.
The game is well balanced, and spirits have always been a problem for mundane. On the other hand, a true killing machine will kill quiet easily a force 5 spirit...
Shadow_Prophet
QUOTE (Zen Shooter01)
Of course there are other aspects to SR than just combat. Combat, however, is a significant factor. In my sixteen years of experience as a Shadowrun gamemaster, I've found that in cases of character death, 90% of those deaths occur in...combat. This fact tends to nail your PCs attention to the problem of succeeding in...combat.

My point from the beginning has been that when combat occurs, it inevitably rotates around the question of who can fling their spirit into action first. Because a beginning magician with MAG 5, Summoning 5, WIL 4, statistically, can walk around with a Force 5, Hardened Armor 10 magical flying bulldozer on a leash. Which, while on standby, cannot be detected by any mundane means (and possibly not even magical ones - I need to do some more reading on that).

Yes, children, thanks for informing me about the magic of tactics. What bothers me is that all of a team's tactics have to revolve around defeating spirits, because if they don't, and the enemy has a spirit, that team will die.

My conclusion is that spirits should be house-ruled to reduce their power so that they are formidable, but not invincible ten kiloton pit bulls with AIDS.

Yes, elves with monowhips and trolls with squad support weapons can also be very serious threats. But unlike spirits, you can achieve some level of success against them by hitting them in the head with an ax, or throwing a grenade at them.

Actualy combat is not about slinging your spirit in first. I guess you missed my posts about how bad brute force like that is. Thats absolutely ridiculouse that you'd even attempt to tell me that. How can you honestly sit there with a straight face, and tell me that now all the teams tactics, which have been in use for YEARS to contain physical threats, are now suddently spirit containing tactics? WTF? Honestly where do you pull this stuff from.

And frank your RPS idea is flawed. Sammies beat mages and hackers. Hackers beat mages and sammies. Mages beat sammies and hackers. They had to go about it different ways certainly but every character type could destroy, absolutely utterly destroy any other character type if they went about it the right way.

According to zen you can only beat spirits with tactics specificaly designed to fight them. ohplease.gif

According to frank spirits are damn near unbeatable and are thus broken. ohplease.gif

According to frank mages couldn't take care of the physical at all, that was only the street sammies job ohplease.gif

According to Frank a spirit summoner is virtualy undefeatable ohplease.gif

According to frank combat now revolves around who can pop a spirit out first. ohplease.gif

I'm actualy still more worried about a big troll in good armor with a PAC than I am about a spirit summoner. There are far better tactics with spirits than to just send them into combat. Afterall the accident power hasn't gotten any less powerful. Then theres concealment, confusion, fear ect ect ect. Hell It says you're strongly encouraged to treat spirits just like npc's and roleplay out services and such. "strongly encouraged" prety much means, 'hey, we can't force you to roleplay if you don't want to but this is something you should do'. Its the things like that that seem to escape you.

Honestly I'm not sure how many more times I can say: "hey you know what, those tactics you've been using for years upon years now? Hey they work against spirits too. Hey you know what using brute force like you guys seem to prefer? yeah bad idea. Go ahead pop a astral signature all over the place so you can be tracked down and killed. Even if you don't get caught spirits are eventualy going to get pissed at you. Spirits don't like being abused. hell if you have a mentor spirit it might get pissed at you. And hey, theres this thing called roleplaying. Its a nifty little thing really, its what the game is about, you should try it sometime"
Fortune
QUOTE (chevalier_neon)
On the other hand, a true killing machine will kill quiet easily a force 5 spirit...

Yes, but a starting character could relatively easily have a Force 10 (or even 12) Spirit on hand.
chevalier_neon
I am not sure... I haven't yet finish to read all the rules. But from what I can see, it is quiet easy also to throw 20 dices for a street sam in ranged combat...
The main issue with a force 12 spirit for example, is that your drain will be physical, and that on average it is a 4 dv... but it can go in fact from 2 dv to 24 dv... and I don't think that you will have more than 10 or 12 dices to throw... so in the end, you have to be quiet lucky... For me, a good strategy doesn't rely on luck...
cleggster

I don't have Shadowrun 4 yet. Why is everyone afraid of Nature Spirits all of a sudden? Are they somehow more powerful now? DO they ignore domains? Do they have attack values over there strength? And IIRC, seeing as how I lent out my book, sprits already had Immunity to Normal Weapons in SR3. course my memory aint so good.

Just wondering. What makes them a bigger threat now then before?

FrankTrollman
QUOTE (cleggster)
I don't have Shadowrun 4 yet. Why is everyone afraid of Nature Spirits all of a sudden? Are they somehow more powerful now?

Not exactly. They are generally about the same power as in SR3 in terms of actual numbers. Of course, everything else has lower numbers, so the relative power of spirits has gone up. In general, the SR4 mechanics are that everyone has numbers that are lower and then adds two numbers together to get dice pools. The SR4 Spirit has numbers that are across the board identical to the SR3 version, and that means that their dice pools just doubled and everyone else's dice pools did not.

QUOTE
DO they ignore domains?


Yes. But smart players were usually able to finagle summoning in domains that were contiguous to where they were going to be used anyway, so this is nowhere near as major of a powerup as it at first looks.

QUOTE
Do they have attack values over there strength?


Again, no. But everyone else has attack powers that are lower. In SR3 a heavy pistol was power 9, now it's DV5, so the fact that a force 8 spirit is throwing a DV 8 has gone from them having a consolation prize to them being armed with a heavy weapon.

QUOTE
And IIRC, seeing as how I lent out my book, sprits already had Immunity to Normal Weapons in SR3.


Yes, and the value of the Immunity to Normal Weapons hasn't changed. It's always been double force. But now a Panther Assault Cannon is DV 10 instead of Power 18. That makes the relative value of that Immunity much better. The Immunity is the same, the Normal Weapons just don't work as well against it.

-Frank
Dashifen
Meh. If it get's too bad, give everyone in the opposition a Spirit Affinity quality. Then, the spirits like the bad guys and decide to go have pizza. wobble.gif
Shadow_Prophet
QUOTE (Dashifen)
Meh. If it get's too bad, give everyone in the opposition a Spirit Affinity quality. Then, the spirits like the bad guys and decide to go have pizza. wobble.gif

LMAO

QUOTE

Again, no. But everyone else has attack powers that are lower. In SR3 a heavy pistol was power 9, now it's DV5, so the fact that a force 8 spirit is throwing a DV 8 has gone from them having a consolation prize to them being armed with a heavy weapon.


Not quite a accurate comparison. A SR3 pistol had the ability base to do 3 boxes of damage. Now a sr4 pistol can do 5 boxes. Granted thats not quite a 100% acurate comparison due to a couple minor factors but thats certainly better than comparing the power to the DV.
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