... Well, this is a first. "Summoning's overpowered, but casting is fine!" isn't something that's often said. Spellcasting is often considered to be overpowered.
This is off topic, but I'm curious
. Is spellcasting really strong in SR5 outside of a few cases (Control Thoughts and co.
)? It definitely has a lot of utility, but very few spells strike me as being outright overpowered.
Also, a roughly 10% chance of going from perfect condition to dead is not a reasonable success rate.
Depends on the situation. I'm sure the party will eventually run into a situation where there's a better than 10% chance of them dying even though bullets haven't started flying yet (or at least none have hit the mage just yet). 10% chance of dying is downright low for a BBEG whose compound got invaded
. Also remember this is for a Force 12 spirit -- a Force 10 spirit will give you better odds and is about as strong. Force 6-8 Spirits can match or exceed the combat archetypes in combat and are fairly low risk.
I think you said earlier you think summoning could be nerfed a bit, but thought my proposed nerf went too far. How do you think summoning should be adjusted?
If your mages regularly hurt themselves to get easy wins, they should really get their heads looked at. It is pretty much common sense for any living being to avoid taking dmg as often as possible, which ties in to that whole roleplaying idea... And even if they do an emergency summon and do take dmg, it will limit the mages effectiveness for the rest of the game basically with wound penalties and if they are unlucky it will outright kill them or knock em out resulting in a spirit that could potentially do whatever it wants or nothing at all.
Mages regularly hurt themselves to cast stuff
. Once in a while, taking 5 damage to cast a big spell can prevent even more damage from getting shot up. What's irrational about taking 5 damage to avoid 10 damage?