@Kot:
Direct spells still have a HUGE edge over indirect spells. First of all, their drain is less. Second of all there is NO damage soak....like you said, it's all or nothing damage. But I really like the idea that LOS is not just something you get automatically when you say "i'm gonna make sure i can see him".....it should be something that's also rolled for because LOS can get broken by obstacles and anything that impairs your clear line of sight to the target. So this is included in the Spellcasting test....that test is a mix of how well you know your craft, how powerful your magic is and then also whether or not you're able to acquire LOS on the target along with other external conditions which affect your performance. If a spell fails, the GM can explain it be just saying the guy ducked and moved out of LOS at the wrong instant.
I feel the biggest issue with people liking or disliking certain rule mechanics usually has to do with it just not fitting in with the mental picture they have of a given test. Of course, if you imagine someone to be "behind good cover" then you imagine a piece of them sticking out and LOS should just be a given. But the problem with that then is you get a whole bunch of logical fallacies when you treat the
mental image of combat as this kind of "frame by frame" motion. The nature of table-top games of courses forces us to play out the die rolls in a frame-by-frame way, but this is just a necessity of table-top gaming where us humans need some time to calculate die rolls and their effects. But the assumption is that no matter how realistic a given rule may be and how well it fits in with how we perceive a given action, nevertheless is an abstraction. But the mental image should have the ruled "state" of something as more just a guideline. Being behind good cover might mean "being behind good cover most of the time"....you see what i'm saying.
So when I judge a rule, ultimately my goal is to see if it kind of captures the level of "influence" of a given factor....and if a rule leaves out or overplays a certain influence then maybe I stop liking a rule. I feel SR does a pretty good job of this and it's system is built on trying to include the effects of a variety of complex influences and allow that to affect a story-line. I mean, think about it, the amount by which you messed up a dudes tire was quantified and played itself out in so many ways.
@Everyone:
High five
