QUOTE (Jaid @ Mar 16 2014, 02:24 AM)

errr... no. mixed magic/augmented characters generally put up superior numbers to either pure magic or pure augmentation for adepts.
Do you have any actual experience with cyberadepts under SR5, or are you just stating this assumption because you believe it to be true? You give no reasons to support the conclusion that they put up superior numbers to the pure archetypes in general. Just because they have more options, does not necessarily mean that they are any better, especially when they have the same exact resources as the pure archetypes. For instance, Sams have 6 points of Essence to play with, Adepts have 6 (or 7) points of Magic to play with. While cyberadepts have two pools to play with, both are
smaller and combined will
at most equal the pure archetypes.
Which, for example, is significant when you have to take into account your initiative mod. So, do you go with Imp Reflexes? That blows out your magic, good luck with those "superior" dice pools. Wired? There goes your essence, now you're spending a lot of resources for no advantage at all compared to a normal adept. Synaptic means you have to go with Resources A, and then you have 260k left over, to spend on only 1.5 Essence. Maybe you dip in for an extra essence because you now have enough nuyen to blow on it, but by doing that, you lower the cap on Imp Ability rating in the process, thereby reducing those "superior" dice pools. And that's just one of the inherit balancing acts you have to make a decision on, when making a cyberadept, and every decision has consequences that effect further decisions down the line.
Cyberadepts require a significant amount of systems mastery in order to make them viable, otherwise they quickly become a "trap" build. Yeah, you can potentially make that one trick pony who has 20 dice to shoot, but they're going to have none of the durability of a samurai, nor the speed, avoidance, stealth, or melee capabilities that are the common advantages to the adept archetype. And to top it off, the cyberadept with a 20 dice pool will fall over dead as soon as someone has a clear shot because the player has spent almost every possible resource to getting that 20 dice pool, because if you hyperfocus on getting that 20 dice pool, you're going to leave a lot of areas that the pure archtypes will generally put up superior numbers, over all, than that one trick pony, especially when a pure archetype can get an 18 dice pool, while maintaining their classic advantages. Further, if you attempt to split the difference of the advantages... you are, by definition, not pushing any of the inherit advantages of either Sams or Adepts, and the pure archetypes will be better at that role because they don't dilute their roles by trying to do too much at the same time.
Again, just because something has options, doesn't necessarily make it more powerful. It's like the MagicRun debates all over again. If you don't have any limitations, then yes, the character with the most options will be able to exploit the most amount of options, but there are a lot of inherit limitations within the system that you seem to be glossing over as somehow unimportant. But those limitations are why cyberadepts cannot exploit every opportunity available to them and why they don't generally put up superior numbers over all.
QUOTE
this character creation process is reflecting the chronological order of when things happened to you.
Ahh, I see the disconnect. I do not see character creation as any sort of representation of character development prior to play. It instead is a system for creating (relatively) balanced characters for use to begin play. What that system is, is of less import, so long as those rules and limitations which construct that system are consistent across all characters. And while there is a lot of permissive intermingling of steps, that does not automatically dismiss all limits on the character creation process. A character receives 25 karma in step one, and until step four, it would be a violation of those limits to spend in excess of that 25 karma, even if you were going to go with negative qualities to provide the additional necessary karma. However, a player is not
required to spend any karma at all, prior to step seven.
QUOTE
as another example, you determine where your attributes go in step 2, including special attributes. you don't even decide whether you will have magic or resonance attributes until step 3, but you're expected to know in step 2 how many of your special attribute points are going towards those areas. if we take character generation as following chronological order, then at the time you choose what to spend your special attribute points on (edge, magic, resonance), you only have the option of edge since you have neither magic nor resonance yet. you likewise have to choose how many points to put into each attribute (physical, mental, and special) *before* you even know what their maximum will be, since you haven't yet bought your qualities.
In specific to this example itself: You are not required to spend your attribute points, special or otherwise, until the end of character creation. Step two and three are when the character
receives those resources, not when they are required to
spend those resources. The rule specifically allows the player to wait until further steps to spend those resources in a way they want. If a player wants, there's no rule stopping the player to buy an attribute to 2, even in step seven, and then applying any remaining attribute points. Because this tactic of resource efficiency is open to every character, I have no problem with it, even though there is an obvious difference if the player bought the attribute after applying the attribute points. EDIT: I realize this goes against a previous argument above, but again, this is why system mastery matters. There is nothing wrong, according to the rules stated, of waiting to spend an attribute point after purchasing Exceptional Attribute in step four
Perhaps to you, you do not see a functional difference in the steps of character creation process because the system is so permissive. However I believe that because of that permissiveness, the few limitations that do exist are all the more important, but I believe that System Mastery™ matters, especially in a game as highly widget friendly as Shadowrun.