QUOTE (HappyDaze @ Apr 18 2009, 10:39 PM)

No. Mystic Adepts are Adepts
Fine, yes according to the SR4A description they are Adepts with additional powers. I'm not seeing the pertinence to the question as I posed it. I'm talking about a hypothetical change to the rules (house rule, campaign rule, whatever you want to call it), not the RAW.
QUOTE (HappyDaze @ Apr 18 2009, 10:39 PM)

that can trade some power points out for a retained Magic score useful for Conjuring, Enchanting, and Sorcery.
Well, under RAW you're partially right. Adepts, Magicians
and Mystic Adepts can
all use the Enchanting skill (SR4A, pg. 123), so that's not really something that's affected one way or the other by which way a Mystic Adept allocates his Magic points. The other two abilities (Conjuring, Sorcery) would be 2/3rds of what I labeled above as the "Magician's Trifecta". It's access to those two abilities that a Mystic Adept gets by taking the Quality and splitting their Magic.
Let me rephrase the question, perhaps that might help to engender relevant discussion. But first off, let's make two assumptions:
- I could give a toss less about the Shadowrun fluff and background (which is mostly true), and
- I rather like the SR4/SR4A system, and would like to use it for a home brew campaign setting (which is also pretty much spot on).
Given those stipulations, let's make a further assumption that I wish to change the way that Mystic Adepts work in my campaign. To do that I do a little verbal jiggery-pokery to the other two Magical Qualities (ignoring the hell out of Spell/Spirit knacks and the like) in order to phrase the changes I wish to make to Mystic Adepts in a way that will seem clear to my players (taking into account that I am aware of my players reading comprehension ablilities and they are familiar with my writing style). Essentially I break the other two Qualities down thus:
Adept - 5 BP: Adepts are Awakened characters that have access to Somatic Abilities known as Adept Powers, with a number of Power Points equal to the Magic Rating of the character.
Magician - 15 BP: Magicians are Awakened characters that have access to Mana Abilities. There are three Mana abilities; Sorcery, Conjuring and Astral Access. A magician has access to all three of these abilities.
My basic definitions are done, now I want to give Mystic Adepts a little more flexiblity, so I change them as so:
Mystic Adept - 10 BP: Mystic Adepts are Awakened characters with access to Somatic Abilities
and two of the three Mana Abilities. Choose two abilities from Sorcery, Conjuring or Astral Access. A Mystic Adept must choose to allocate a number of points equal to the characters Magic rating to either Somatic or Mana abilities. Points allocated to Somatic Abilities become Power Points with which they may purchase Adept Powers. Points allocated to Mana Abilities determine the amount of dice added from the Magic Rating, as well as the maximum Force of Spells and Spirits.
To give my players an example of these changes, I create an NPC Mystic Adept that they may run across from time to time. He's an Forensic Thaumaturge, and as such I decide that spirits aren't that important to him, so I choose Sorcery and Astral Access as the two Mana Abilities for the character. He therefore would have access to:
- Adept Powers (Somatic Abilities),
- Sorcery (Mana Ability #1) and
- Astral Perception/Projection (Astral Access, Mana Ability #2).
We'll assume I buy him a Magic attribute of 5, of which he will put two points into Somatic Abilities and three points into Mana Abilities. With the two Power Points he buys Analytics (2), Eiditic Sense Memory, Multi-Tasking and Three Dimensional Memory. I buy him a few spells, mostly Detection Spells of various sorts, all of which he can cast at up to Force 3, Force 6 if overcasting, adding three dice from his Magic to the rolls. Finally he takes some skill points in Assensing so that he can accurately intepret magically active forensic evidence when Astrally Perceiving.
So, with all that stated and stipulated, the main question remains essentially the same. Given the above changes to Mystic Adepts, does anyone foresee possible problems with changes of that nature? I don't need to know how Mystic Adepts work by RAW (since changing it is the whole point) or by fluff (since the idea is to use the rules in a non-SR4 setting); rather I am interested in seeing examples of how the inventive minds of Dumpshock might show that mechanically, from a game balance perspective, such changes are a Bad Idea (if they are in fact, a Bad Idea, not simply an idea you don't care for).