QUOTE (Yerameyahu @ Feb 12 2012, 08:18 AM)

Nothing is true for *all* groups, 3278, but there's a reason rules and mechanics are so popular. If most people didn't care about balance, we'd just have freeform.

Even if what's fun is powergaming, you have to have balance so you know what you're beating, hehe.
Thats one thing. The other part is, that playing with rules makes things easyer.
Freeplay means nobody of the players has to know any rules, but the GM has to limit every action on the fly.
@GreyBrother
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To elaborate on my quoted phrase: Balance between different "classes" is in my eyes only in the eyes of the playerbase as a whole (the metagame) not In-Game and shouldn't be enforced. This isn't a tabletop wargame like Warmachine or your favorite Warhammer, its a cooperative game.
There are no classes in Shadowrun.
I know what you meant, but the argument is not really true for classless games. There everybody can walk through this door.
For example: In D&D you could just give the fighter two addition hitpoints per level ( 1-12 hitdice) it would make the fighter stronger without ever effecting any other class.
You half the essence costs for implants, it affects EVERYBODY and not just the SAM.
For example at this point (following the standart rules) it would be more than stupid not to take ware as an adept, mage or technomancer.
You drop the ressonance loss for technomancers, if using ware, every "matrixchar" would be a technomancer.
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The availability rules play into this. Why can't the GM have the final word on whats available and what not? Yes, you may have the money to buy something, but when its simply not available where you are? I don't see anything bad about that, as long as the GM is reasonable about it.
What about players, who abuse the system? The old munchkin argument "There, i rolled everything, the dice say i found it somewhere and i have the cash. Why can't i have my Ballista? I don't care that we are in the middle of the yakutian Wild." (Extreme example, watch out)
Mhm, I guess thats how most GM handle it. Let the player say what he or she wants, give it a role and then your ruling or skip the role.
No you do not have to make a roll to find a dress since you are a medium build woman and standing in the middle of a mall.
You might want to make an edge roll to see if you just found "the dress" on the "everything must be out"-sale.
Using standart rules for everything, for me, breeds the impression that you actually do not care about what players do.
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But the issue is not, that players wanting more implants and thats bad. The problem is, that essence as a mechanic - to simulate how much your body can take - brings in a hard cap for the abilities of mundanes. A cap Magicians and Technomancers don't suffer.
It is an issue of resources. If you can just buy more and more implants your power will grow almost linear. While a power grow should be self reducing. (Going from strength 2 to 3 is far cheaper than 4 to 5. Same increase in power but the second is much more expensive)
This makes magic self regulating at about magic 12, depending on your game. Magic 13 is nothing you would really go for, costing 65 points of Karma. (Unless you give your players around 3000 Karma. But at this amount, the sam would have nearly all the active skill in the book on 6 and every natural attribute 8 (If you let him buy normal and surge advantages).
So the problem would not be the "unlimited" growth (karma) of mages but the rather limited groth (karma) of sams. And it would have nothing to do with implants.
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You could argue, that games never last that long, or that characters of that powerlevel retire or stuff, but i know some players who'd love to do a High-Power Campaign, where charakters start with a big load of karma.
And what would the implants change?
The problem with mages is not that they have a unlimited progression possibility. It is that increasing one attribute gives you progression in everything.
And as soon as you start using a force 10 combat sence spell, quickend to you with (depending on how you interpret the edge rules) with 12 or 20 hits, stuff gets out of hand.
Because at some point the rewards you may gain from quickening outshine the drawbacks big time. If this point is reached (high power) the rules do just break.
Make 400 BP characters and offer them 3000 Karma to go with the "in game rules". Allow 1 Karma to be changed into 5k or even 10k. Allow unlimited essence for all I care. It won't change the problem...