Okay firstly... in the buffed out street sam thread. I missed the mundane only bit (in fact I only added the possession at the end when I realized there was enough karma & high enough essence & BP to do it). Said character COULD NOT CAST ANY SPELLS!!!! (so is irrelevant to this thread... I don't know why you brought it up; He had an initiate grade of *2* and a magic of *2* (initiations capped by magic)). It was simply to throw an abuse on top of an abuse (unlimited delta grade cyber/bio... on top of possessions stat boosting mechanic). Basically ally spirit == unlimited services... custom designed... so long as background count doesn't reduce his magic to 0 he can possess himself using channeling (as your magic goes down you can lose access to metamagics).
Secondly I disagree that all of your examples are typical straight out of chargen cheops. Some of the stuff you claim requires a higher grade mage.
Also once initiation is taken into account, I believe the average NPC magic score is not a 3 but a 4 or 5. (it's like saying a trolls average str is 3.... the attribute in play actually goes from 1 to 6,7,8+). In order to know the average magic score, we'd need to know the average initiate grade (which I'd say is 1 or 2). Also, typical drain pool of of chargen is 8-12, not 12. Not everyone softmaxes stats and not everyone is a dwarf or elf.... some of them actually play orks or trolls as magicians *gasp*.
Again, I must stress... starting WELL ROUNDED character will have easily 14 dice, no issues w/ recoil, (5 attrib, +3 augmentations, +4 skills, +2 smartlink). And I didn't even include a specialization there. And w/ 5point RC they can fire 2 wide bursts a pass w/o issue. Lessee 14 dice vs. 3-4 (-2 wide burst)... twice per round. The ONLY thing stopping that from being completely hosed is the damage resistance test.
Big difference... two attacks (both at full pool against a single attribute), vs two resistance tests. Versus, 1 complex action magic cast (at full pool vs single attribute single test (+counterspelling w/o giving up actions for full defense even))
On background counts... and the magic 4 mage isn't any less hosed than the magic 4 adept in a background count 1?!
Remember force caps hits. Casting in a background count increases the drain of the spell!! (If I cast at force 3, calculate drain as if it's force 4 in a rating 1 BGC... which is +1 drain). Taking a low magic adept is a poor example (is his magic lower because he has a point of bioware?! EG: synaptic booster 2 rather than adept increase reflexes 2?). If it is a low magic adept, then he probably has plenty of non-magical skills & cyber to fall back on.
QUOTE (Cheops @ Aug 22 2009, 11:26 PM)
Magic 5 + Spellcasting 5 + manip 2 (mentor) + combat spec 2
Power Focus 4
Wants to do Stunbolt, invis, and levitate all at Force 5. If get how you are saying we should split the pool as 5+5 = 10 /3 = 3 + 4 =7 base. Now he is at 9/9/7 to cast his three spells. Lets be conservative and say he only gets 10 dice to resist drain. His drain is 4S/5S/6S. That last one hurts but he is probably getting away from the encounter and is still only taking stun damage (unless he doesn't roll 5 successes on 30 dice -- can happen). I would assume that sine he is running away the opposition is far too tough to be able to just 2*Force 5 Stunball them away. Did I do all those splits correctly according to Falconer?
Now, this example is slightly wrong. (I can work with the power focus, but I said combat spell focus to start, just to illustrate that not all bonuses which you' were adding before the split would apply to all spells).
Presplit: reduce magic by BGC... so assuming 0, here just adding it to show how many times it can reduce the pool. Assuming a 3/3/4 base split.
First spell is stunbolt at 9 == (3split, +4 focus, +2 spec) MINUS Visibility, wounds, sustaining, BGC (focus reduces by background count)
Second Spell Invis at 7 == (3split +4 focus) again minus wounds, sustaining, and BGC.... note this spell is sustained
Third Spell levitate at 8 == (4 split, 4 focus, +2 mentor... possibly -2 sustain) again minus wounds, sustaining, and BGC.
Drain is 1st: (5/2-2+3) == 3. 2nd: (5/2+0+3)==5, 3rd: (5/2+1+3)==6. (so w/ 12*3... 36 dice probably 12 out of 14 is soaked, expect to come out with 0-5 drain; again BGC can easily increase the drain by 3+ points as all these force 5's take advantage of the round down)
I honestly can't remember the last time I ended up in combat and WASN'T sustaining something important. (increase reflexes 4-5 force w/ 3-5 hits most commonly). W/o advanced masking (grade 2 initiate)... sustaining spells can be good, but it can also shout out, here's a mage to other awakened and result in nasty surprise attacks on the mage.
Gm's may vary on whether sustaining penalty comes after cast or before. Spells take effect in caster desired order (unclear whether they just take effect in that order, or are cast in that order). Just keep it consistent. (EG: you could cast 'awaken' first to ignore wound penalties from spells cast afterwards if you allow sequential. If you assume they all are cast first then resolved).
I STRONGLY disagree that mage is nearly as strong as a gunbunny coming out of chargen. A gunbunny has MANY ways to augment not only agility but reaction. Many pieces of kit which help the skills as well (such as reflex recorders), and is much more likely to take genetech treatments to increase stats than a mage worried about essence. The only way you can consider a power focus in perspective is to give the advantage of 20BP worth of gear (+4BP binding, +5BP quality restricted gear). For the cost of a magic two power focus... you're looking at muscle toner 2 + enhanced articulation + guns. For the cost of a power4... restricted for even more muscle toner plus a lot more than that (and I'm dealing in expensive essence friendly bioware here, not essence hungry cheap cyber!) Also, ever notice how almost all gunbunny skills are tied to agility... stealth, gunbunnying, etc. or failing that reaction.
Glyph:
I agree with your first point to a degree. The +1 drain penalty though is draconian. I like the concept, just the penalty is too severe.
I'd suggest instead, try simply removing 1 die from the drain soak pool for each point over would be a lot more moderate, and achieve the same ends. (5 points over... -5 dice from the soak pool is fairly significant; ESPECIALLY if the overcasting is dealing w/ spirit summoning!!). You don't want overcasting removed, you want it to be something to consider once or twice per run when critical, but not a regular course of action (barring characters who have spent tons of karma to enhance drain).
Second point: complete disagreement. The amount of karma represented by a mage of that grade is ludicrous... and just what are all these initiation grades in?! He's spent how much karma on say foci, what about monstrous amount of karma to invest an ally spirit? In order to have initiate grade 12 you must have bought magic 12. How many trolls you seen who bother to buy their natural body stat up from 9->10 for 50 karma? Yet for a mage buying the stat up from 9->10 for 50 karma is considered par for the course?! (and lets not forget the 22 karma for the 4th initiate grade on top of that (more if the character has essence loss!!).
AllTheNothing:
I see nothing of value in your post. All of them are bad suggestions which have been addressed numerous times in this thread.