QUOTE (Glyph @ Jun 24 2010, 08:34 PM)

Adepts don't dominate socially as much as they did pre-SR4A. With kinesics capped at 3, the dice pools capped out at 20 or natural Attribute + natural skill in modifiers, and so many other ways to boost social skills (glamour, empathy software, tailored pheromones, cosmetic biomods, etc.), you can make a mundane face who is capable of competing with most social adepts.
Sorry to side-track here... but is this in an errata somewhere? Or is it just a part of the new SR4A rulebook?
As a GM and as a player... I have to say, I like the idea of caps.... as things can get pretty rediculous, ESPECIALLY with plain RAW. Heck, just looking at some of the posts about people legally achieving over 100+ armor out of chargen makes me cringe....
On a related note... to the OP, I understand your frustration. You want to make a pure adept and be able to compare it to a street sammie and it be well balanced. So did I.... at first....
Then you realize that there are advantages and disadvantages to both sides, and each excel at their own thing.
And yes... combining Adept powers with various augmentations is sick.... as it should be! But it comes with a great great cost, especially in chargen.
For example, I had this idea in my head for a kick-ass Fomori Troll MMA Fighter. He was originally part of the UFC, which in Shadowrun is actually owned and operated by an organized group of Adepts. There's not much more info than that to go on... but I assume that they severely limit and restrict 'ware in competition.
Well this Troll Adept was a major ass-kicker, but wanted to up his game even more. He started with some discrete bioware implants on the sly. He got away with it at first, but eventually realized the potential for combining magic and tech and eventually became addicted to augmentations. So he added more, and even delved into some Cyber and was eventually caught and exposed.
Ousted from the UFC in disgrace and kicked out of his elite adept magical group, he eventually fell into the shadows...
Well in my head, I had thought of a great and ideal mix which would result in ULTIMATE POWER!!!
Essentially it was about 3 Magic, combined with various 'ware filling the gaps. I had an unarmed DV of 16 (with -3 AP for good measure) staring me in the face, along with great reflexes, str, and insane damage resistance/armor.
But when I started to finally add up all the costs...... the BP alone was crazy.
My plan depended on a Magic 6 starting character (75 BP) which then lost 3 Magic/Essence from all the extra bioware/cyber.
All the cyber and bioware then ended up costing over 300k.
So yeah, totally not doable with a 400 BP starting character, or even a 500 BP one.
Theoretically I had created the most bad-ass cyber adept MOFO ever seen.... but it totally wasn't realistic for a PC.
Hehehehehe.... so I made him anyway, and plan to eventually use him as a prime runner NPC in a future game.
What I'm saying is.... yeah, the potential is there, especially for twinkage.... but when you do the math, particularly for a well cybered and bioed adept... it's actually well outside of the reach of any normal PC.
Of course, there is nothing to stop a player from eventually building up to that in a long running campaign. Just takes some good nuyen and karma.... but IMHO, that's the kind of bad-ass progression you
should see in a long running Shadowrun campaign. *shrug*