QUOTE (Noll @ Aug 27 2014, 09:46 PM)

You kinda convinced me against this character.
That certainly wasn't intended, because ...
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Now, I wanted a more thug-style character, good at combat and with this magical barrier idea.
... the presented concept certainly fits that bill.
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At first I made him elf and I completely ditched the melee, then the other players convinced me into making it a troll instead in order to take advantage of his melee bonuses.
The main questions there are:
Going by your own experience, how often will you actually engage in melee by your own decision?
And how often will your GM actually (successfully) force you into melee?
If both questions can be answered with "not that often" you can certainly cut back on the melee skill and the necessity of maximizing melee advantages. And as far as "taking advantage" of melee bonuses is concerned in general: Your concept couldn't make use of the strength bonus that much due to how you had to spread stats. You could have cut back on body a bit but since you already reached 9M base damage (6 strength + 3 from the katana) that strength increase would already be on diminished returns against most forms of impact armor below security armor. Thus the only significant bonus left is the troll's reach bonus. But even this bonus can be bypassed once the advanced Martial Arts rules are used. Both an Orc or a Dwarf serve well enough to gain some additional melee prowess (from a min-max perspective) and are both cheaper to get in terms of race priority. The dwarf even being better for the spell casting part ... and only becoming a real "liability" when situations where the guy has to run / sprint arise on a regular basis.
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Going back to the thing about initiation that you linked me: What is your official saying? Initiating will not grand me any metamagical technique?
My personal preference - as far as SR3 is concerned - still lies with one of these two solutions:
- The one where an Adept of the Magician's way get's +1 magic and subsequently + 1 power point due to initiation itself (at least for options 1 and 2, and option 3 technically doing the same through shedding an involuntary geas) and then having to chose between getting an extra power point or a metamagic when choosing initiation option 1 since he explicitly cannot make use of the 20 karma rule a normal Adept can use (and no that particular rules isn't obsolete either just because initiation rules are available).
- A situation where you simply ditch all the special rules about Adepts of the Magician's Way initiation and just have them initiate like regular Adepts => They receive +1 magic and +1 power point due to initiation and simply cannot buy extra power points. Metamagics come with initiation option 1 as per standard rules
Either variant has served me well in various groups, whereas the other interpretation (that even inspired the FAQ back in the day) got me into troubles with my players at least twice.
Interestingly enough SR4 - despite changing some of the mechanics of initiation - technically made use of variant 1 and even SR5 does so (albeit having new mechanic failures associated with Mystic Adepts). I'm kind of amused that people - who heavily flamed me back in the days of SR3 for advocating an "unbalancing" interpretation of badly worded rules - had no such "balance" issues with SR4 nor do seem to have them with SR5 either. ~shrug~
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Alternatively, how would you see, in the same character concept (a person very proficent with weapons/melee while giving magic defense) a burned sorcerer? (A resource B magic)
Tough call. As a GM I would certainly prefer the resulting limitations (no conjuring, no astral projection) without having to focus on those weaknesses created by low Charisma, social skills and the complete lack of stealth. Additionally an Aspected Magician (Sorcerer) - pending some changes in resource and skill allocation - could be used to "simulate" some of the Adept aspects you tried to create with Adept powers Improved Ability and Improved Reflexes:
- Improved Reflexes can partly be recreated by the spell Increased Reflexes. Get GM's approval for having the spell as "caster-only" variant and you'll even drop
drain codes to +1M (+1 initiative die), +1S (+2 dice), +1D (+3 dice). Anyone wondering why it's not +1L, +1M, +1S or even lower: because "caster-only" is a combined version of the drain modifiers "touch range", "voluntary target" and "very limited target" and health spells like the Improved Reflexes have the former two modifiers already included by default, thus leaving only "very limited target" as functional modifier to the drain code. - Analyze Device is a largely overlooked spell that can actually replicate the Adept power Improved Ability: Provided that you get enough successes against the object resistance of a shotgun or a katana the spell will grant you either 1 skill point per 2 successes of the corresponding skill or a logical background skill or a Build/Repair skill ... even if you already have the skill in question. So nothing will stop you from casting an Analyze Device spell onto a shotgun and gaining X skill levels of the Shotguns skill in addition to what you already have ... The main problem is just getting enough successes against TN of 8 to 10 (OR of a shotgun) to make a difference and worth the investment of having a sustaining focus that can carry the spell at the higher force levels that are required due this spell being one of those which actually has an upper limit on skill points gained based on spell force
But beware: Both things aren't necessarily "min-maxed" and thus might not suit the intended game situation of your GM