Shadowrun

Shadowrun Play => Rules and such => Topic started by: Bishophawk on <09-21-19/1414:40>

Title: Binding Spirits
Post by: Bishophawk on <09-21-19/1414:40>
Is there no more binding spirits to you in 6E, or am I just over looking it?
Title: Re: Binding Spirits
Post by: Iron Serpent Prince on <09-21-19/1416:27>
There is no more binding of spirits in Sixth World.
Title: Re: Binding Spirits
Post by: Bishophawk on <09-21-19/1433:43>
Well that sucks troll balls,  wonder why its listed as specialization under the conjuring skill?
Title: Re: Binding Spirits
Post by: Iron Serpent Prince on <09-21-19/1439:15>
The consensus is that it was accidental carry over from 5e.

I have a conspiratory level theory that the plan might be/have been to introduce binding in the magic book.
There is nothing at all to back this up, hence the conspiratory theory level tag.
Title: Re: Binding Spirits
Post by: Michael Chandra on <09-21-19/1449:14>
Well that sucks troll balls,  wonder why its listed as specialization under the conjuring skill?
Either a mistake that will be errataed, or a precursor of Risky Magic.

As for sucking balls: You can have more spirits summoned now (Mx3 total Force) and they last longer: They last through 1 sunrise or sunset, only poofing after the next (so last a max of 24h depending on when you summon, if you summon at 4 pm they last through the sunset and poof at sunrise for example). So now you can have a small army without downtime prep, but you actually can't mitigate the drain to your downtime.
Title: Re: Binding Spirits
Post by: Giabralter on <09-22-19/1853:55>
There's also no restriction to the spirit type you can summon. 
Title: Re: Binding Spirits
Post by: ZeroSum on <09-22-19/2015:43>
There's also no restriction to the spirit type you can summon.
Intentionally, or is that by mistake?
Title: Re: Binding Spirits
Post by: Giabralter on <09-22-19/2257:15>
There's also no restriction to the spirit type you can summon.
Intentionally, or is that by mistake?

Not sure, but currently the only distinction between a hermetic and a shaman is the drain attribute. Binding had functionality tied to different spirit types and what they could do to help the magician. And core rules have removed Binding.
Title: Re: Binding Spirits
Post by: ZeroSum on <09-23-19/1803:25>
There's also no restriction to the spirit type you can summon.
Intentionally, or is that by mistake?

Not sure, but currently the only distinction between a hermetic and a shaman is the drain attribute. Binding had functionality tied to different spirit types and what they could do to help the magician. And core rules have removed Binding.
Aha, I see. An item for the Errata Team, I take it. Thanks.
Title: Re: Binding Spirits
Post by: Stainless Steel Devil Rat on <09-23-19/1806:51>
Well, there's not too much errata can do about Binding.  In fact, we did what we could do: removed references to it since there are no rules for it.

I would assume they'll bring rules for binding in this edition's Street Grimoire. Along with other probable predictions like Background Counts and so on.
Title: Re: Binding Spirits
Post by: Shinobi Killfist on <09-23-19/1849:31>
Or they will just dump it. I知 not sure what the functionality of binding will be given that you can have multiples and the duration is extended. I get even longer duration but I suspect most mages will have them up for the day effectively. After breakfast ritual of sustaining key spells and summoning spirits.
Title: Re: Binding Spirits
Post by: Michael Chandra on <09-24-19/0226:33>
Well, there's not too much errata can do about Binding.  In fact, we did what we could do: removed references to it since there are no rules for it.

I would assume they'll bring rules for binding in this edition's Street Grimoire. Along with other probable predictions like Background Counts and so on.
I actually like it being gone and allowing multiple summons instead. If Binding comes back, I hope any active ones at the very least count against that limit. And I would prefer if ALL bound count for the Mx3 Force limit, to prevent a player from going WWI meat grinder on them.
Title: Re: Binding Spirits
Post by: Shinobi Killfist on <09-24-19/0645:05>
Well, there's not too much errata can do about Binding.  In fact, we did what we could do: removed references to it since there are no rules for it.

I would assume they'll bring rules for binding in this edition's Street Grimoire. Along with other probable predictions like Background Counts and so on.
I actually like it being gone and allowing multiple summons instead. If Binding comes back, I hope any active ones at the very least count against that limit. And I would prefer if ALL bound count for the Mx3 Force limit, to prevent a player from going WWI meat grinder on them.

I知 on the other end. I think multiple spirits without binding is a unneeded buff to the most buff part of the game. Mx3 in force is a better limit than x in spirits but I壇 of kept one summoned the rest bound and made binding expensive.
Title: Re: Binding Spirits
Post by: Xenon on <09-24-19/1702:23>
Well that sucks troll balls,  wonder why its listed as specialization under the conjuring skill?
Either a mistake that will be errataed, or a...
It was already in the hot fix errata:

SR6 Core Rulebook Errata Aug 2019 p. 3
p. 94, Conjuring, specializations
Remove Binding as a specialization
Title: Re: Binding Spirits
Post by: Tecumseh on <09-24-19/2114:03>
I知 on the other end. I think multiple spirits without binding is a unneeded buff to the most buff part of the game.

I agree with this. I would have gone with Magic * 1.5 in total Force of spirits summoned. I'd like to create more space for multiple small spirits as a trade-off for one larger spirit.

Honestly, I'd like to go Magic * 1 to curb oversummoning, but the new way that spirits resist being summoned makes oversummoning less likely to succeed in the first place. (Spirits now resist with F*2 instead of just Force, meaning that your 15-17 dice summoner with Edge at the ready can't reliably drag F12 demons out of the depths hell straight from chargen anymore.)
Title: Re: Binding Spirits
Post by: Jareth Valar on <09-24-19/2133:30>
Spirits in 6E...
"...because argle bargle, foofaraw, hey diddy hoe diddy no one knows."  :o ::) :P
Title: Re: Binding Spirits
Post by: Shinobi Killfist on <09-24-19/2205:07>
I知 on the other end. I think multiple spirits without binding is a unneeded buff to the most buff part of the game.

I agree with this. I would have gone with Magic * 1.5 in total Force of spirits summoned. I'd like to create more space for multiple small spirits as a trade-off for one larger spirit.

Honestly, I'd like to go Magic * 1 to curb oversummoning, but the new way that spirits resist being summoned makes oversummoning less likely to succeed in the first place. (Spirits now resist with F*2 instead of just Force, meaning that your 15-17 dice summoner with Edge at the ready can't reliably drag F12 demons out of the depths hell straight from chargen anymore.)

With the removal of force from spells they should have done the same for spirits. If they wanted to keep it similar to spells use amps to improve them. My belief is outside setting based durability their stats should be in the PR0-2 range without amps and maybe after amps pr4. So you are summoning tanky low rent goons not boss enemies. I壇 of had 1/2 magic in spirits summonable and bound spirits would have a severe limit on how much they could amp.
Title: Re: Binding Spirits
Post by: Lormyr on <09-25-19/1303:43>
I知 on the other end. I think multiple spirits without binding is a unneeded buff to the most buff part of the game.

To the discerning eye, that is the true issue of binding being gone.