QUOTE (RHat @ Jan 11 2014, 01:16 PM)

Ah. I'm not, frankly, convinced that raw magical potential, as you've defined it, measured anything that's actually useful to this discussion. To begin with, looking only at the Magic attribute and number of power points misses details like skills, qualities, and equipment.
Magic attribute and Magic attribute plus Power Points are the core mechanic and defining factor for magicians and adepts. So I would expect this to be true for a third magical archetype who explicitly is a combination of magician and adept (p. 69 explicitly states that: "
Mystic adepts are a combination of magicians and adepts."). So if balance is an actual design goal this core mechanic must work out before secondary stuff like allowed skills, skill ratings and limits should be adressed and on that level individual character concepts are of no interest at all. Additional magical qualities and particularly equipment are not an issue either when looking at core balance if we can create situations where those qualities and the equipment are in fact "equal". And with the current ruleset that is possible (even though it somewhat breaks the idea of the Mystic Adept concept in the beginning) for magicians and mystic adepts:
Create two magically active characters with identical priority distribution, identical skills and identical qualities. Now for purposes of making the issues I see with the current system easier to spot, let's further assume that we use the following priorities:
Magic B (=>magic attribute=4), attributes A, skills C, ressources D, race E and we don't raise magic any further during chargen. One is a standard magician, the other one is a mystic adept who simply doesn't buy any power points during character generation. Magic attribute and all derived values will be identical, except for the opportunity cost of being a mystic adept:
- Currently the permanent loss of astral projection
- Temporary loss of access to astral perception and the subsequent options for target acquisition via astral perception
Looking "balanced" for now? Pretty much. Now both of our characters have two options of increasing their core magical potentials. If both raise their current magic rating we'll not have any balancing issues. If both of them decide to initiate and just take the same metamagic there won't be a balance issue either. The following situations however will have balancing implications:
- Magician raises magic attribute whereas the mystic adept initiates and takes his first power point. In this situation both of them have raised their basic magical potential. The cost difference is at solid 12 karma. Now the questions are: Are the resulting benefits for either character balanced on a strictly mechanical level against that difference? Is it truely fitting with the lore that - apart from the obvious cost difference - the mystic adept must engage with an activity like initiation in order to increase something that is supposed to be part of his rather basic magical existance?
I'm not too convinced of that the answers to these questions really should be "yes". - Magician and mystic both opt for initiation where the magician learns a metamagic and the mystic takes his first power point. Cost wise this time there's no difference, but with the exception of taking the astral perception power it's rather doubtful that the effects of metamagic vs. adept powers taken balance with each other.
Now we take a slightly different approach with the following stipulation: We don't spend ressources identically but instead shift some of the posssible skill levels / magical qualities of the magician build into power points within the mystic adept build. We're not even aiming for the full 4 power points (power points are capped by magic attribute) but rather just 1 power point that we invest into astral perception. Now opportunity cost for being a mystic is changed to
- Loss of astral projection
- A not clearly definable loss of skill levels / qualities / karma to nuyen since we'd have to shift 5 chargen karma to the power point. However losing 10k Nuyen (derived from your chargen example) doesn't necessarily look too dramatic, since ingame Nuyen (in by implication equipment) are easier to come by than karma.
The above problems with progress remain the same and now we additionally face the situation that our mystic adept now has something that is clearly worth a metamagic without even being an initiate.
But so far we have only looked into a direct comparison of magician vs. mystic adept. Now since p. 69 established that the mystic adept hybrid is in fact a combination of adept and magician with access to all skills and powers of either magical archetype with the known exceptions, we now have to ask, why it's mechanically impossible to start as an mystic adept whose current powers replicate a "standard adept" and his development as magician is postponed until after chargen or at least have a mystic adept with a (seriously) bigger adept aspect than magician aspect? Not necessarily a balance issue, but certainly something I'd call "bad design" when compared to the freedom provided by previous editions.
And now let's come back to that "flawed" concept of split "magic attribute" for mystic adepts: The "fun" part there is even SR5 mechanically does have that distinction, since on the core design level you could replace the term "magic attribute" with "qi attribute" for adepts in every instance without changing how the mechanics work for the adept. And using "magician attribute" and "qi attribute" for the respective aspects and "combining" it into an overall "magic attribute" would still work perfectly for a "combined" magical archetype and it would certainly help with avoiding balance issues and the design traps that we're seeing now.
QUOTE
And I would submit that Mystic Adepts should be better for hybrid concepts - a set in which I would include the Combat Mage, in so far as it is defined as a character blending combat ability and magical ability.
Which is pretty much identical to what I said in the last paragraph of my previous posting. So to me that's not the the area where the balance problems of the current rules lie (neither RAW, nor the hotfix variant).
Final note: Changing rules just for the sake of changing them isn't good design and I still don't see any real advantage with the changed ruleset on mystic adepts.