QUOTE (Critias @ Apr 21 2013, 08:08 AM)

Not even mentioning Knowledge Skills (which can pretty much be anything at all), that's what the Artisan skill is for.
I've banned the Artisan skill.
In the current incarnation, it's beyond stupid. You take it, you can do basically anything 'artsy' with it. As an active skill, based on Intuition.
You can write sonnets, you can carve statues, play the guitar, paint pictures, etc.
One solution to this 'problem' (honestly, it's not a big one, it just bugs me), is to treat the Artisan skill like an exotic skill, meaning you need to chose the area it applies to.
This still does not address the issue that ALL of the art is apparently linked to Int, while I see e.g. playing musical instruments as more of a combination of Int and Agi, or composing a symphony as based on Log.
Furthermore, as an active skill, it is only useful for one kind of character (adepts, with Enthralling Performance), and a points 'waster' for everyone else. It's a skill that costs as much as knowing how to hit people with fast-flying lead, but has only a very niche applicability and almost no mechanical benefit.
This is why I've elected to treat 'knowledge skills' as 'knowledge
and interest skills'.
Effectively, it means that you can be good at drawing, playing an instrument, dancing, or massaging people for half the karma, or even for the free BP at character creation.
Those skills don't necessarily need to be linked to Log or Int either, but can be used with physical attributes as well.
However, you need to have on skill per interest, or instrument or art form.
I've found this a very usable alternative, and even with an adept who's using it to captivate the audience, the karma savings are very negligible.
Re: Karma for Nuyen.
Apparently it means luck at gambling (if karma for cash), or giving money to the children gives you warm fuzzy feelings that you can translate into learning how to better kill stuff.

So, no. Optional rule. One, I've never, ever condoned or used. It's a horrible fix for a problem that only affects adepts, basically.
QUOTE (Tashiro @ Apr 21 2013, 04:25 AM)

Mage: 75% Karma, 25% Nuyen
Sam: 25% Karma, 75% Nuyen
Adept: 50% Karma, 50% Nuyen
Interesting numbers. I feel they are off, but an intriguing ideal, still.
The problem at the moment is not if adepts are underpowered. The problem is that they only ever progress with karma. And not a bit here and there, but a LOT of it, to make a significant impact.
Sure, you can 'ware them up a bit, but in the end, you'll probably not want to let them go down the burnout path (a fringe case, obviously). But after that? Upgrades come only in form of hideously expensive betterware, to cram more in to have some more wiggle room with the essence you already paid. Other than that, there's still only initiation to notably raise your power cap.
At least, this way you'll know what to save up for. And having a beta synaptic booster instead of a life-long high lifestyle is a nice thing ... I guess.
Let me elaborate for a bit:
Mages want to raise their power (in their chosen field). They can do this with a diverse number of things.
- Learn spells.
- Raise magical skills.
- Bind foci.
- Improve drain attributes (wait, there's a spell for that. Forget it
) - Initiate and improve magic.
- Summon familiars.
While initiation is nice and cheap and can be done after 1 or 2 runs, the corresponding improvement in Magic is often only bought very much later. A power focus is almost always a better choice, since it gives multiple dice for a similar karma expenditure.
Foci also cost a ton of money, but not so much that it can't be done. In conclusion, we have a diverse list of karma sinks and one serious money sink.
Mages (and mystical adepts to a degree) are in a good place for spending both and not feeling shoehorned into the one decision that seems to make sense.
Mundane characters obviously have less things to do with their karma, but they can spread it out. Their skills and attributes usually end up higher than an adept's on the same karma level. AND they are getting augmentations to accompany their specialties, resulting in very high dice pools
Now, pure adepts basically only have one choice if they want to learn something new that fits their chosen field.
Improving skills? Doable, but unfortunately, the cap is there and quickly reached. It will get a bit better with expansion of the skill caps, but I'm discussing the current situation. It also results in only 1 die more.
The same thing (1 die more) is true for attributes, only they are horrendously overcosted for what they do for adepts who don't have access to the quick way of just implanting something.
Foci? Well, if you're wielding a big stick, you're in luck, otherwise ... not. The only focus that gives a comparable power boost to a power focus is the weapon focus, and it only works for ONE particular kind of adept. Everyone else doesn't have that luxury.
That leaves initiation, and since this doesn't do anything on its own, improving the Magic attribute to get that power point for moar stuff to play around with. As Pax demonstrated, this is, because of attribute improvement costs, stupendously pricey karma wise. It also costs _nothing_ in nuyen.
A starting gun adept, compared to a starting mage, both with Magic 6:
The adept needs to initiate (13 Karma) and improve Magic from 6 to 7 (35 Karma) for a total of 48 Karma before he can buy new powers or improve an existing one notably.
For the same karma, the mage can initiate (13 Karma), and then buy 7 more spells, each giving him a unique, new ability which benefits his field. That's a huge disparity, in case it's not been noticed yet.
A street samurai could learn martial arts (10 Karma), improve his automatics skill from 5 to 6 (12 Karma) and learn 2 maneuvers (8 Karma in total) and STILL have 18 points left for other stuff, while ALSO having options on what to do with the money he earned in that time.
Sure, in the beginning, there's lots of stuff to spend money on. But it's only basics, and all of it is mundane. None is 'adept specific' like foci or familiars are 'mage specific'. Nothing prevents the street samurai or even the mage to buy all these things as well, so for the sake of comparison, we can ignore these options.
That leaves the adept with two things:
1) Buy stuff you don't need for what you do. But hey, a fast car is always cool.
2) Save your karma for ages, then boost your power, while ignoring skills, attributes, martial arts.
Adepts are being forced down the initiation route, because it's 1) the only option to progress sideways instead of linearly, one dice at a time, and 2) because it's prohibitively expensive and as such prevents spending karma for other things.
The cost of powers being too high for what they do is a whole different, non-related problem, and I'm glad to see that people acknowledged the issue of character progression with adepts.
If qui- or tattoo foci (or whatever they're called) appear for adepts, they not only have the option to get powers for a karmic discount (assuming they cost less than initiation, and they better do

), but also spend money into a direction of progression according to the archetype. This will free up Karma for raising skills and other things.
This is a good thing. More options are (almost) always a good thing. Furthermore, it won't hurt _anyone_, so, I strongly disagree with phlapjacks assumption that this is a bad idea, or even badly implemented.
tl;dr: Artisan skill is bad. Karma for Cash is bad. Adept foci are good because reasons (see above).