QUOTE (Dr. Funkenstein @ May 5 2010, 10:09 AM)
That's not what it does. It allows you to spend a Complex Action to negate a single situational modifier up to your Magic rating, and only for one task at a time. Each additional task requires another Complex Action.
Thats not quite accurate. It does work with sustaining, but it does so in a slightly odd manner. I shall explain. Heightened Concentration does this:
QUOTE (DG 18)
The adept is capable of tuning out a single distraction to her task at hand. When using this power the adept can ignore a single situational negative dice pool modifier of a value up to her Magic attribute. This power requires a complex action to activate and may be combined with the adept centering metamagic.
The problem is, 'task' is very vaguely worded. A task can be anything from firing a gun, to performing an hour long extended test to modify said gun. But it does let you tune out a
single situational modifier. The power doesn't stop working, though. It doesn't turn off, because it doesn't say it ends, there's no duration. On the flipside, it lets you reduce/ignore a single modifier - you can't use multiple complex actions to reduce more than one modifier, because then it wouldn't be single anymore. You can't get around -that- by taking the power more than once, because it doesn't have multiple levels to take.(not to mention the cost.) So how does it work?
You spend a complex action.
You pick a negative situational negative dice pool modifier.
That modifier is reduced.
...and that's it. As long as the modifier is present, its reduced. It doesn't stop being reduced, either. But if the modifier goes away, heightened concentration isn't doing anything either.
If you'd like to reduce another penalty - spend another complex action.
While that may sound rather good, its rather easy to get negative modifiers in SR4, and this power cares about where the penalty comes from. For example, in combat, there's glare/visibility, attacker running, wound penalties, and you only get to reduce one. Worse, you have to give up a more useful action to use it.
On the flipside, you can spend an action to ignore a penalty that isn't present yet. With a little understanding of the rules, its quite good. In that example I would - depending on the context of the game - consider ignoring Blind Fire penalties(such as if I wanted to play a Zato-ichi gunman. Normally -6. ouch.) Perhaps the Called Shot penalty ahead of time - and when combat opens, take a free action to called shot at +4 damage, -4 dice(reduced to 0, hopefully) from there on out. Even kung-fu adepts can benefit, by running around outside of cover to charge their enemies, ignoring the Attacker Running penalty while claiming the Defender Running bonus against incoming fire. Its not a lot, but it shifts dice pools by 2 each in your favor - and it also has theme.
So...yeah. Heightened Concentration works for spell sustaining. The question isn't whether it works or not - its how well it does at it. IE, whether Sustaining Modifier gets lumped into batches of discrete -2 penalties, or if its lumped into one big sum. Its been discussed before, and I think, after some talk, the 'big number' theory was prevailing. Which means that a mystic adept with a magic of six can, basically, sustain their buffs(improved reflexes, combat sense, energy aura - or use control thoughts/emotions in a social situation to get the bonus social dice without the penalty.). Its quite cool, and one of the most compelling reasons to play a mystic adept.