I personally don't even plan to use Spiritual Way anyway, I plan to use Athletes Way with Xiula.
So anyway, to summarize the houserules that need approval:
- Variouse rules for Drugs.
The first is a penalty for repeated use of the same drug. Currently, there is none, and I felt it was sorely needed - it just doesn't make sense that you can pop Kamikaze like candy for an entire week, and then are no worse off than someone who just took it once.
The second nerfs addiction - specifically, it's now pretty hard to gain the more severe stages of addiction with the milder drugs. I made sure it doesn't affect combat drugs. It's mostly there so that you can actually use the milder drugs recreationally without burning yourself out (especially in combination with the first rule).
The third aids with that - you can now use certain mild drugs (GMs discretion) repeatedly without advancing your addiction faster. This is mostly intended for drugs that are supposed to use that way - think "caffeine", not "crack cocaine".
The fourth clarifies how Drug Interactions and Overdoses work. It removes a bit of fridge logic - currently taking three perfectly safe drugs of any sort together can outright kill you. Now it's only with non-safe drugs. It also slightly reduces the damage spikes you can get from drug interactions and ODing - but doing it like that will still pretty much wreck you.
Those can technically be used separately, but they're more or less intended as one package.
There isn't anything broken in it - the most severe change is that you can now use mild stimulants twice a day or such without risking burnout within three months or so. Seriously, semi-regularly smoking some weed (or drinking soycaf for that matter) will kill you within about three years of doing so with RAW. At any rate, none of the substances that benefit from that buff will actually grant much of a combat bonus (except Cram for some weird reason, it just has that low of a addiction rating, no idea why).
- Turning Ways into a Metamagic.
The big change here is actually how Ways grant additional power points.
Currently, it's "for each two points of magic, select one rank of one power, get a 50% discount on that one rank". So it's either an extra 0.5 PP or 0.25 PP per 2 Magic - but it depends heavily on what powers you select, with no regards to how useful or powerful they are. Basically, it requires min-maxing to be worth it for the power points. Oh, and the designers screwed up because you just can't take some powers with it - even if you could take, say, Light Body, it'd still cost 0.25 PP for that one rank - you'd not gain any discount!
- Specific bonuses granted by the Ways.
That's something separate, because using them as written in the book would work with the metamagic-change.
However, currently the ways seem pretty imbalanced with each other to me.
Some grant something pretty transformative - Artisans and Artists Way change how Adept Centering works, opening up new possibilities. Beasts Way grants an outright skill bonus. Some offer two advantages, others have just one.
Well, I tried to streamline it. Admittedly Spiritual Way is still the odd one out. Everyone now has two advantages.
Artisan is basically the same, except you can now actually be good at driving AND fixing vehicles.
Artists Way is the same, but you now get a slight boost to your Adept Centering because your altered version is more limited than Artisans Way. You can now also learn how to read objects via Psychometry - that strikes me as something an artists could do.
Athletes Way retains it's old boost - but it now also applies to Diving, Free Fall and Running because honestly, those are also athletic! But since that's a purely non-scaling bonus, I added a cost reduction for Foci too.
Beasts Way lost it's skill bonus. You already have an adept power (Animal Empathy) for that. Instead you now gain a cost reduction for what will likely be your main trick - binding and empowering animals.
Invisible Way now gets a bonus that actually makes sense! Seriously, the designers apparently forgot that active foci are big glowing beacons - why would you want more of them if you're trying to be sneaky? Now you can mask yourself better in astral space, and you're good at infiltrating astrally polluted spaces. Oh, and you can learn Sensing because noticing the astral around you without being a glowing beacon there just fit well.
Spiritual Way has already been debated. I didn't like how it was only useful for Mystic Adepts previously.
Speakers Way gains the same as before.
Warriors Way got changed. Binding a Weapon Focus for two less is something you'll only use one time. All the other such bonuses were potentially useful multiple times, indeed you could use it to bind a bunch of cheap foci for free (0.25 PP power, x4=Force 1, Bind Cost: Force x2=2 Karma, reduced by 2=0). Now you get cheaper item atunement and empowering on top of it, which you can actually use repeatedly.
Again, nothing in there should be broken. Admittedly, Ways are on average a bit stronger now, most grant an additional bonus. However, they're no longer a relatively cheap way for a Magic 6 (Mystic) Adept to gain an additional 1.5 PP too.
And if any specifics of the Ways seems imbalanced with each other, it can be fine-tweaked of course. Even Spiritual Way could just be changed back to what it already does, though then it'd still be the odd one out and would be back to only benefiting mystic adepts.