I found some very common mistakes that players and GM's make when it comes to magicians. Every single mage player I've ever played with (in 3rd or 4th edition) always came out of character creation with 4 init phases. I had no problem with this, since I always played a tank. I was always like, "Um... okay, so you have an extra action, heal me, dude." Everyone is a happy family... at least in all the games I've played, so it wasn't a big deal. This is not an MMO where people see people exploiting or hacking and complain to Blizzard and get players banned. This is a couple people hangin' out, throwin' dice, bein' geeks. Good times... right?
Well, I've spent about 10 minutes looking at complaints on different forums about 4th edition that mages are overpowered, and those people are all reading the rules wrong, along with my friends that are mega fast super newbie healers. Or, maybe they are looking at an out of date book? I dunno, but here's the up-to-date rules, followed by commentary on how the rule is usually broken.
Rule 1: Force and Increase Reflexes
"...Finally, no piece of gear purchased at character creation can have a rating higher than 6 or an Availability higher than 12." (pg. 86 Shadowrun 4th Ed. 10th Anniversary)
"... A spell's Force limits the number of hits (not net hits) that can be achieved on the Spellcasting Test. So if you cast a Force 3 spell and get 5 hits, only 3 of those hits count. In other words, Force has a limiting effect on spells - the more oomph you put into the spell, the better you can succeed with it. This limitation does not apply to Edge dice that are used to boost a spell." (pg. 182 Shadowrun 4th Ed. 10th Anniversary)
"Increase Reflexes: This spell increases the reflexes (Initiative and Initiative Passes) of a voluntary subject. Each level of increase adds +1 Initiative and +1 Initiative Pass. The caster must achieve a certain threshold for each level:
Threshold 2: +1 Initiative, +1 Initiative Pass
Threshold 3: +2 Initiative, +2 Initiative Pass
Threshold 4 (max.): +3 Initiative, +3 Initiative Passes" (pg. 208 Shadowrun 4th Ed. 10th Anniversary)
" Foci Availability Cost
Sustataining Focus (Force x 4)R Force x 10,000" (pg. 348 Shadowrun 4th Ed. 10th Anniversary)
My friends that are the mega fast super newbie healers are hangin out with the GM before the game saying, "Hey look, I can cast Increase Reflexes, multiple times, through my force 1 sustaining foci until I have 4 hits on my spellcasting test, this way I can start the game as a a mega fast super newbie healer." The GM usually let's them do it, which is cool. If the GM says it's cool, then it's cool. However, if I was GM, I would point out that in order to beat the threshold of 4 on a spellcasting test casting increase reflexes, you have to be casting the spell with a force of 4, unless you want to burn edge every time you try to get 4 hits casting the spell at force 1. In order to sustain a spell of force 4 with a sustaining focus, you have to have a sustaining focus of force 4, which is not available at character creation. The highest sustaining focus you can have at character creation is force 3. I would not let them use a force 3 sustaining focus to hold a spell whose power is equal to the power of a force 4 spell, because arguably, the focus holds the power of the spell, not the character's edge. Now, if a character in my game burned an edge or two trying to get 4 hits on their spellcasting test to cast Increase Reflexes, then chose to sustain the spell without using a foci, taking -2 to just about everything, I'd say that's fair.
Rule 2: Foci and Drain
"All magicians use Willpower plus another mental attribute appropriate to their tradition to resist drain. For example, most hermetic mages use Willpower + Logic to resist all Drain while shamans use Willpower + Charisma." (pg. 178 Shadowrun 4th Ed. 10th Anniversary)
"...A power focus adds its Force to all tests in which the magician's Magic is included. A single power focus can increase a magician's ability to cast spells, call on and control spirits, and bypass astral barriers."
I've seen a lot of players, on forums and in person, use power foci for drain tests. This is not the intent of the author's of this book. The Magic attribute does not affect Drain at all. it affects all the other things mentioned, casting spells, summoning and controling spirits, and bypassing astral barriers, but it has nothing to do with drain. If I was a GM, I would say that you cannot use dice awarded from the binding of a power foci to resist Drain. If a GM thinks that is okay, then cool, just know that it would be a house rule, not a Shadowrun rule.
I hope this helped someone improve their role-playing experience.