QUOTE (ShadowDragon8685 @ Nov 11 2012, 03:38 AM)

Well, the first side effect that comes immediately to mind is that it is now possible to get cyberware absolutely free, Essence-wise, thanks to the additive nature of essence reduction multipliers.
Not true. The halved cost is the new baselin of 100% Essence Cost. So, instead of Wired 3 costing 5 Essence, it costs 2.5 Essence, and then Your modifiers come in from there. TANSTAAFL after all.
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The second is that obviously, you're not going to just start all cyber off at a 1/2 Essence discount, you're just going to halve the Essence cost in the book. (Sorry, it's dark o'clock and I'm awake for no explicable reason.)
Which I just covered under your first point.

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The third is that you can now expect cyberware to be much, much more prolific. I know I certainly wouldn't mind playing under halved Cyberware essence costs. It might go part-way to letting mundanes compete at higher levels with magicians - sure, you may be a five-time initiate, but thanks to my abuse of literally every trick in the book, I have Wired Reflexes 3 for 0.75 Essence and all the Reaction Enhancers in the world, so I'm still going first no matter how many spirits you have on the field.
Not necessarily a BAD thing. But wait, Your Wired 3 is costing you 0.75 Essence? Well, you obviously did not abuse every trick in the book. You CAN get Essence costs down to 0.2 of Essence cost. So at 2.5 Essence for Halved Wired 3, that results in an Essence cost of 0.5 Essence.

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Of course, it would also make getting cyber much more attractive to magicians and technomancers who are willing to sacrifice a few points of maximal potential at their awakened uberness to meatspace survivability and blendability. Nobody - repeat, nobody, expects the guy with an obvious cyberarm to be the magician.
This, of course, is the real problem in the idea.