QUOTE (pbangarth @ Jan 29 2009, 05:16 PM)

Good points, Starmage. People do tend to overlook drain and initial cost.
Let me run a test.
Mundane vs Mage, wanting the same power in versatility.
Magic 5 vs Agility 5 (Same)
Magician (15 bp) (Mage +15)
Spellcasting 5 vs Longarms 5 (Mage still +15)
Both have... First Aid- 5
Body is also important for both, as is Willpower, Reaction, Intuition.
Mage's Spells: Powerbolt (Combat), Mind Probe (Social, Information), Control Thoughts (Social, Influence), (IP) Increase Reflexes, Invisibility (Stealth) (5 spells, 15 bp)
Now the mage is at +30 bp in cost! Guess you were right. Oh wait... now here's where the "Mage costs more" myth is debunked.
Mundane's Version: (Combat) Gun and ammo, (Social, Information) Intimidation 5, (Social, Influence) Negotiate 5, (Required for Social Skills to match Mage's Magic) Charisma 5, (Stealth) Infiltration 5, (IP) Wired Reflexes 3- all for a total of (120+ bp required plus minus 5 essence for the mundane.)
Mundane costs 90 bp more.
Power Foci, Sustain Foci, Gear, Cyberware, etc. All the mage's stuff combined isnt as costly as Wired Reflexes (to counter Increase Reflexes with Sustained Foci) is in BP. Lets say it's balanced though. Somehow. Even without the 20 bp worth of money to get Wired Reflexes 3 (which is 20R, btw) the mundane is still 70 over. Okay, lets say the mage Needs higher willpower for drain, +3 more than the mundane. The mundane still cost 40 more BP.
According to my math and logic... the mage is CHEAPER than the Mundane. And this is without adding an incredibly powerful ability to Counterspell (which is not required to match the Mundane's power, and something the Mundane can't get) or the future improvement of being able to call and bind Spirits (which mundanes are helpless against)
So a Mage has all the exact same power as the Mundane, for at minimum 40 cheaper BP, with the potential to have EVEN MORE power (Counterspelling, Spirits, Foci, etc.) with all the exact same gear, 5 more essence, 40 more starting BP- all for maybe 1-3 drain damage that MIGHT occur if he gets a (very unlikely) bad roll against the drain IF he casts at his max overcasting force- all which can be healed via First Aid very very easily? (6 rating kit + 5 first aid + 4 logic is almost a guaranteed 3 box heal) throw in High Pain Tolerance and it doesn't even affect the Mage's game.
How does LOW [initial cost] of a mage factor in to balancing its overpowered versatility? Even at 40 cheaper BP (and thats being generous to the Mage, as the actual BP might be closer to 50+ bp for the mage to have over the mundane matching his power)
With the extra points, he could take Take High Pain Tolerance 3, Focused Concentration (+2 for drain) and a Mentor Spirit and be the same cost as a Mundane trying to match his power and versatility. This means that he gets a bajillion dice for drain, AND wont suffer modifiers until he overcasts and casts A LOT.
Also unless I'm wrong, it's actually EASIER for the mage to gather information, walk right past the guard, or do the legwork (Magic + Spellcasting + Foci vs One Stat) than the Mundane (Skill + Stat vs Skill + Stat)