QUOTE (Eleint @ Jun 16 2009, 11:27 PM)

I'm looking for constructive comments, not arguments about whether changing rules is good or bad or other stuff.
I don't really like how Magic loss due to Essence loss is done in the game. It seems to harken to SR3 with the fact you have to pay for it then lose it -- which is very different from how it works with races in SR4, where their penalties are off the max.
Would it be totally broken if I had Magic loss from Essence to be taken off the maximum and not the current? IE: Mage makes a character. Spends 30BP for Magic 4. Gets 1 point of Essence. He can raise his Magic to 5 ICly but not 6 without initiating.
You would see more mages with a bit of cyber, but I don't mind that. Would this totally break things, though? And how would you tweak things to make this work if it is abusive as so, but keeping the basic idea?
My verdict: broken. Mages are already pretty cool, they don't need a boost. Cyber can be insanely beneficial to them -- it removes vision penalties, raises drain attributes, soaks up drain and allow them to ignore it... Allowing them to have cyber without impacting their magic is a big deal.
The way to tweak things to make it balanced would be to remove the rule that all Awakened characters start with a natural max of 6 magic. Instead, have them start with a natural max 1. Every point they buy in Magic also raises the natural max by 1. That doesn't really change anything though, not in any significant way. I suppose you could split up the cost of raising magic, like it's 5 points to raise the max by 1, and 5 points to raise the stat itself. But no matter how you slice it, it's just making mages more powerful without any corresponding downside. If mages are currently balanced, your idea unbalances them. If they're broken, as some claim, then it just makes things worse. Almost nobody would say that mages suck and need this kind of boost, at least not anybody who knows how to twink out a mage build.