Man, when did this become the 5th Edition thread? Must be clicking on the wrong links...
Gonna cover a whole bunch of topics here but don't want to play quote tree, so bear with me.
First off, adepts / mages / magic in general:
Magic's balance is time. Yes, given playtime and karma expenditure, mages can get pretty powerful, pretty fast. However - all of their stuff costs time, money, and karma. While you're out there unlocking the secrets of time and space (which are a mystery to me) your buddies are actually out there making contacts, buying gear, getting nicer houses...by the time our hypothetical "I can do anything!!" mage
gets to that point, chances are that the game has either ended or everyone is up to their pointy ears in world politics, and the playing field is even.
Further emphasized by our "adept" situation - adepts are just characters highly capable in one area, finely capable in another, and from there, start to slope downwards sharply. As much as I've complained about the cheesiness of concepts like "adept hacker" (dunno why this one in particular sticks in my craw, but it does) it's still just one area of a much larger game that they're really good at. Have that adept fire a gun. Have him drive. Have him try to do something outside of his highly specialized skill range. Oops! He isn't much use now, is he? Congratulations on being really good at your one schtick.
This is the problem with so-called "white room" playtesting; yes, it simulates a perfect environment in which there is no outside influence to your scenario. It's highly useful in ensuring that rules work seamlessly. But it's also a
perfect environment - what if karma distribution doesn't perfectly follow the recommended guidelines? What if someone's have a shit die night? It happens, and it's something outside of the scope of the white room.
Frank Trollman is opinionated, and that's the nice way to put it. He's also a polarizing figure - again, which is the nice way to put it. We should try to keep the cross-forum mudslinging to a minimum though, don'tcha think? I'm intrigued by his Cyberpunk Heartbreaker idea. I think he's got some great ideas for it, and I think he has some ideas that are there solely because they're sticking points for him with Shadowrun. I'm especially excited to see that he wants to see a return to concepts like street preacher, gonzo journalist, and rocker / sim-star; something that for, whatever reason, current editorial chooses to ignore from previous editions of Shadowrun. Shame, that.
Finally: catgirls were in this stupid game from 1e, or you're sticking your head in the sand when it comes to the Shirow influence. It's just that now you can say "it's magic!" instead of "it's cyber-ware / body modification!". Just another example of something people blow way out of proportion because it "affects" their game.
Okay, finished and then read this -
QUOTE
See, that's exactly the problem with essence: It's an esoteric pseudo-metaphysical bullshit excuse for a balance mechanism. You don't have to go all trans-humanist in order to see that quite obviously outside of the biological ramifications there is nothing amoral about putting chrome in your body. These things are prosthetics, after all, basically modern crutches, that just happen to make you better at certain things.
There is nothing wrong, of course, with letting chrome and magic not mix well, because it's a consistent element that magic is only controlled/bound by organic matter. However, this should also mean that Bioware doesn't actually cost magic loss, and any geneware/cloned organs etc. especially don't.
But it's still something that Mother Nature never intended for you to have. I'm willing to accept the concept that because it's tailor-made it's less invasive to your body - that makes sense - but it's still an engineered organism being introduced to a holistic whole. Look at organ recipients nowadays, and read up on how much medication and maintenance they need to take simply to ensure that their body doesn't reject their new body part.
Words words words.