QUOTE (almost normal @ Aug 23 2012, 03:38 AM)
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Eh, that feels like some half-cocked bullshit where 'magic is better!!!11leleventy'.
Not really. Actually not at all. It is about making stuff mutally exclusive.
Which is kind of a very good idea...
The reason behind is quite simple.
There are three ways to power in shadowrun.
1. Ware/Modification.
2. Magic
3. Ressonance.
Magic is split between Adept and mage and Ware is split between bioware and cyberware.
Now since the cost scale with the powerlevel you allready reached in one sector (magic and Ressonance) and the other secotr(ware) is limited and the cost skyrocket as you approach the maximum(going from normal to deltaware).
Any kombination you allow has to be considered very carefully.
For starters the cyberadept is considered superior to the SAM and the adept by a long run.
The mystic adept can be quite superior to mages and adepts if you interpret the rules in the "right" way.
So what would a magical technomancer look like?
On the first sight, it does not seem to be a problem. True. Because hell it will be a karma sink without end. But then just take a look at what it really means. It means you are able to get for example Initative passes through biowire, you can get yourself a skillwire in addtion. Only spending 4 Technomancer initiations.
Now you still need some skill and without some complex forms you won't be that good in the matrix but you can still summon sprites to do your chores.