QUOTE (Ancient History @ Sep 9 2009, 02:02 PM)

Honestly, I never saw why initiation wasn't allowed at chargen in SR4. I'd charge 5 + (Grade x 1.5) (round up) BP per grade. The Ascesticism, Deed, and Meditation ordeals may not be taken to reduce this cost. Metamagic techniques cost 5 BP each at chargen. All normal limitations on maximum Initiate Grade and Magic attribute apply; yes this does mean you can start with a Magic attribute greater than 6 if you initiate at chargen, and yes you only pay the kicker for the final point.
The primary flaw with this is that Build Points follows a linear cost table, while what you propose would be a scaling cost table.
I use a custom Karma generation system, & allow Initiation at normal costs (Group / Ordeal discounts
not available during generation), with a maximum Grade of Magic / 2 (round down), and additional Metamagics at normal cost with a maximum of Initiate Grade; please note that my games also disallow a Natural Magic in excess of 7, & Initiate Grade in excess of 5. Submersion works in an equivalently manner.
I would suggest using the exact same ruling for Build Points, except charge 10 BP per Initiate Grade or Metamagic.
QUOTE (Ravor @ Sep 10 2009, 09:42 AM)

Especially considering that we've been told that almost every mage who has been practicing his art for more than a coupld of years is probably at least ( Grade 1 ), so does that mean that PCs are limited to being the village idiots or newbies of the Mage community?
Considering that with the
Rules as Written, player characters can begin the game with a Force 4 Power Focus, 6 Magic attribute, 7 Spellcasting skill (+ specialization), bound spirits, 14 known spells, & dozens of other spell formulae...
I think "massive discontinuity between cannon setting & generation rules" would be more accurate. For this reason, I would strongly support Errating in a RAW method for Initiation at character generation; it simply does not make sense as it is now.