QUOTE (Beaumis @ Oct 1 2014, 10:37 AM)

Objectively, I consider taking a pure roleplay spell that is basically the lazy version of a mundane task subpar to everything that affects game mechanics. Example: Makeover. A handy spell that makes sense for a lot of characters, but the spell basically replaces a shower and a shave.
Im talking about spell costs not variables. A spell's cost is always five karma, no matter your other stats. Makeover costs you the exact same as stunbolt which costs you the exact same as spiritbolt. There is a vast power and usability difference between those three spells because their scope differs by a wide margin. Yet they cost the exact same. That is the issue I'm pointing out.
I know many GMs that play by "canon only" standarts and while I could be mistaken, I seem to remember that self created spells are not missions legal. Canon spells set the standart for the game. If there were only healing spells and no combat spells in the core rules, you'd see 90% of all mages with guns to shoot people instead of self created combat spells.
See, that is where we differ, I think. I don't look at the mechanics first. For example - I have found that Makeover and Fashion are far more useful than the mundane equivalent task. Real hard to just wash away the blood and repair the holes in your clothes while trying to evade pursuit. The spells, however, don't care about the pursuit, and so are far more useful when it matters. Yes, many spells are not "mandatory" for the Shadowrunner, but Magicians will have them. If you are making metagame decisions based upon mechanics over the in-game fluff reasons for logically having a spell, then I think you have it backwards. It is not a system issue at that point, but a Player Issue.

I see no reason to have spell costs variable. All spells have utility. It is not incumbent upon the game to make that determination for the characters. Is a Spirit Bolt more useful than a Stun Bolt? Perhaps (in my book yes). Maybe it is the other way around. Is Makeover more important than Mana Bolt? Again, in my book that would be a yes, and you may disagree. The mage I played previously had exactly 2 Combat Spells... A Stun Bolt that only worked on Spirits (Spirit Bolt) and a Stun Bolt that required the target have Cyber implants (It messed with the bio/machine connections and caused painful, but not lethal, feedback as it scrambled the connections). You may not like those spells and consider them a waste of effort/karma, but to the character (and me by extension) they were an intrinsic part of his repertoire and he would never trade them for other Combat Spells (they were his first 2, gained after almost 30 other spells prior). Some characters prefer Illusion over Manipulation, other prefer Health over Combat. There will never be any consensus on which spells are more useful than others from an in game perspective. The only thing you might get is the top 12 Spells that players choose so that they can be the most powerful, 'bang for the buck," they can be. I, however, hate that particular stance. To contrast a bit... I think that Combat Spells are pretty useless, overall, in the grand scheme of things (which is why I rarely take them - I can always get a gun and suffer absolutely no drain whatsoever) in comparison to any other class of Spells, so should they be cheaper? What if you do not agree with me on that stance? Who decides which spells are more useful than other spells?
If you are in a Missions game, then yes, you are out of luck - so be it. That is the tradeoff you make to play in a Missions game. But arguing that spells created by the published Spell Creation rules are not valid is a cop-out. I do not expect to see any such rules for SR5, based upon their current publications (I could be pleasantly surprised, but I doubt it), but that is okay, since I far prefer SR4A anyways.