QUOTE (Joe Chummer @ Oct 7 2009, 06:11 AM)

In my opinion, if a PC has the Magic-related skills groups and the Hacking-related skill groups all at max-character-creation rating, with a Magic attribute of 6 (which is pretty easily doable in character creation), then this character is unbalanced because it smacks of min-maxing to me: a character realizing he can do two powerful things at once with minimal effort.
Except that it takes a lot more than a couple skill points to be an effective Hacker and Mage at the same time (and that for you to smack people down for taking skill groups is kind of funny, since they're pretty points-inefficient). How are their other attributes? How much money do they have for Foci
and Hacking gear at the same time? How
good a Hacker are they, really, without any headware for that extra oomph? How effective will they
stay later in the campaign while they try to spread themselves that thin, and decide where to spend their karma and incoming nuyen?
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However, if your magicker is doing better at hacking than your hacker is, you have a problem...
Yeah, it means you need to talk to the group's primary Hacker and try to figure out how he's such a screw up.
Do you do this same sort of thing if more than one character has combat skills (force the Rigger to drop his Gunnery because he's stepping on the Street Sam's toes, and guns are supposed to be someone else's job)? Or is it just the magic and technology overlapping that gives you the willies?
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I've been reading SR magic-based fluff since 2nd edition, and every time it harps on magic being a very time-consuming profession.
Wow, all the way since 2nd edition? (*snicker*)
Yeah, it's almost like it requires your attention by demanding you shell out massive amounts of karma points for Initiation and skills you only use for casting spells and stuff. Funny how that works out, huh?
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SR has done a pretty good job of making magickers (especially mages) come across as incredible nerds when it comes to their profession, almost to the point of obsession.
You mean like those Tir combat mages, Hart and some from Laverty's crew, right there in the first few Shadowrun novels, who were top-notch Mages
and very skilled personal combatants with stealth, athletics, unarmed combat, and firearms? Or maybe Sam Verner himself, for that matter, from the same books -- the original Decker/Shaman?
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And magic, like any muscle or skill, will atrophy if ignored. Sure you can create a magic character, but if they're spending too much time trying to flex their hacking skills, this is less time they can devote to practicing their magic. Before too long they might not remember their spell correctly in the heat of battle or the spell might fizzle or be less effective simply because it's been MONTHS since they reviewed the spell formula.
If you pulled junk like that at a game I was playing, I'd just pack up and leave. There are no rules for muscles and skills atrophying. How often do you make a Street Sammy's athletics or unarmed combat lose half a die pool because they've only been spending karma on shooting stuff? When was the last time you had a Rigger's drone casually ignore him because he's been spending so much time working on cars? If you've got known and established (and fair) house rules in place and mentioned in advance to your players about
every skill set being penalized like this, fine...but if it's just a curveball you're going to wing at the mages because it's the only way you can manage to run a balanced game, that's bullshit.
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I'm not against players branching off into territory in which their "archetype" doesn't normally go, so long as it's within reason.
No, I think you've shown pretty clearly that you are against players branching off into territory outside of the tiny little box you pigeonhole them into. When magic is taught at college universities, it's only your stereotypes that are keeping players at your table limited to the D&D class you've assigned them.