QUOTE (MJBurrage @ Mar 19 2009, 07:54 PM)

I suspect that the SR4 karma costs for Initiation and Submersion were set in part based on the ease of raising Magic and Resonance.
So for those that feel mages and technos are hurt by the SR4A Attribute costs, would not the simpler fix be lowering the cost of Initiation and Submersion? Say just new grade ×3 (no +10)
If I did the math right you get the following karma costs (init/sub. + Attiubute) for raising Magic/Resonance above a presumed starting value of 5 (also presumes init/sub. begins after buying Mag/Res 6):
CODE
Magic SR4 SR4A Option
 6 18 30 30
 7 34 48 38
 8 40 56 46
 9 46 64 54
10 52 72 62
11 58 80 70
12 64 88 78
I am not saying this is a great idea, but it is a thought.
I think this would be pretty problematic because metamagic alone can be quite powerful especially if you have many grades. 2 submersion steps (9 karma under your system) allow a TM to drag everyone he touches into hotsim and do what he wants with em in there. 4 steps (30 karma) can give him 4 IP.
IMO with lowering initiation cost you just open a huge can of worms and tbh i don't even see mages getting shafted by higher attribute costs.
Sure they most likely will spend more karma on attributes compared to other party members but then they are the only ones that can rely for everything they do on this one attribute, whether it is sneaking somewhere, killing someone, inspecting something, charming someone doesn't matter they only need this one attribute and 3 or 4 skills.
Actually increasing the karma reward favors awakened chars even more then they were before thanks to a laughingly low skill maximum which leads to mundanes being 'finished' with their main jobs after 40 or so karma.
Simply upping karma costs is probably the most half-assed approach possible towards overused attributes and frankly i believe most people complaining aren't that annoyed about a mechanic they don't like but feel that they get a new set of rules that someone thought of in under a minute and wrote down without even considering their impact on the game as a whole.
Just read through the qualities and tell me if their point cost is in any way related to the advantage/disadvantages you get from them.
Prime examples are things like In Debt (30 BP) which i wouldn't give a single point for unless you play lowest level street campaign where coming up with 4.5k a month actually can be a problem or Knack (5 BP) which doesn't allow you to even get minimal cyber or it's gone, I spilled my coffee when reading the optional rules concerning this in SM btw.
The point i'm trying to make is that rpgs are some 30 years old and most players have played such games for over a decade, so most players do have a rather high expectation on the quality of the crunch, eg consistent and well thought through mechanics.
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