QUOTE (Sengir @ May 31 2013, 01:44 PM)
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Prime runners have to pay the same Karma for stat increases, why should the pay less for ¥?
Well first, they are already paying way less for ¥ as long as they're at the low end. This means for prime runners characters who don't care about money get a whole bunch of it for free, characters who do care about it get relatively little benefit. This seems like the exact opposite of what it should be.
Second, because unless they've changed things even more drastically, nuyen expenses go up way faster than anything else. Seriously compare the cost of upgrading all of your ware to get an extra point of Essence, then add in the cost of adding an extra point worth of ware in there to fill the hole. Now convert that money into karma, and see how much more a caster can do with that.
Basically, there's 3 ways this could work out:
1) Higher grade gear should get -much- cheaper (which I personally don't like, because it puts the highest grade gear in reach of starting characters, where it should be something you progress into)
2) Improving Cyber/Bio works something closer to how Foci work. ie let the characters spend karma basically assimilating some of their cyber as a part of themselves, leaving more room to grow without needing money costs to grow as ridiculously.
3) characters should have their expected money gains grow drastically as they get better so their ware can keep up
1 has the problem of putting the highest grade of gear into the realm of starting characters, rather than something you progress into, which I don't like, and doubt most people would either. 2 is probably the most balanced option, as something along those lines can really even out the growth of magic vs mundane in a way that any purely money solution can't... but it's also the biggest departure from the fluff, and thus I see it as unlikely. So the logical solution to me is assume higher quality runners make more money. This means yes, assuming prime runners start with more, and gain more per BP. It means assuming that as runners gain more street cred, their average mission payout increases. It also means the inverse, that a street level campaign has characters earning just barely enough to scrape out a low life style until they build up their rep to start bringing in some real money.