QUOTE (Stormdrake @ Sep 1 2013, 01:51 AM)

personally, I like X-Kalibur's idea for addressing the Mystic Adept. I am not sure anything needs to change but if I have to house rule Mystic Adepts in my game that is the solution I will be trying. It's simple and easy to track with none of the I have four points in adept abilities and two in spell casting nonsense fourth insisted on using. Personal opinion only, I understand it worked for a lot of people and that's great. I just found it rather cumbersome sometimes.
I have to support the newer magic rules in SR5 also....
Weighing all options a force 10 or 12, or higher (gasp!) magician or mistic adept if he/she wishes can strike with
great damage. With more risk of harm to self than any other character (due to drain).
But allowing total magic attribute for powers and magic just makes them more versitile. and if the rules of previous edition are an indicator, a mystic adept will most likely have to limit how their magic is used just by the weight of their choices in spells, powers, skills, etc, .....
So a mystic adept prefering illusions or chooses to improves skills not related to dmaging effects for example. They are nothing a group of runners or lone stars or corp guns cant handle with a few automatic weapons as is the norm....