So question?????
90% of the metemagics that exist in the game are mainly useless to an adept I saw a tweaking the rules section and it says adepts can use the free metemagic they would get and trade it for 1 power point.
Any chance this is allowed for Missions adepts?
None of the Tweaking the Rules options are available in Missions.
Within SR4A, there are 6 Metamagic techniques, two of them are available to all adepts (Adept Centering and Masking) and a third one is available (Flexible Signature) for any adept who takes Astral Perception.
Within Street Magic, there are 22 metamagic techniques (not counting Adept Centering which was added to SR4A), eleven of which are available to adepts. (Six of these are exclusive to Adepts)
That leaves 14 different metamagics which can be learned by an Adept. 22 Metamagics for Magicians. I'd suggest that it's a 40/60 split rather than a 10/90.
I never said there were no metamagics for adepts I said they were 90% useless.
But oh well a no is a no however in life sometimes an exception to the rules as stated is a good thing sometimes......
Considering the disparity in karma cost between increasing Magic and developing a new metamagic, this optional rule would allow adepts to become powerful a lot more quickly.
I agree, at that karma level adepts start to fall behind. However I still have concerns about this optional rule's boost to the adept's powers. Have you played in games where the adept has used this option?
I've found a similar problem with Technomancers so I personally am convinced at high Karma levels both TM's and Adepts have to buy Magic/Resonance and get implants to continue scaling at a reasonable pace due to the super high cost of everything else.
I'm in favor of sticking with RAW despite this. If folks want to scale better strictly through magic and be an Adept then be a *Mystic* Adept and open up the whole menu of possibilities.
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