I'm getting up to date with Mage the Awakening 2ed and something really bugged me:
In comparison with first edition and the Ascension, which includes success as damage (e.g. for an attack spell), in 2ed the caster must increase potency by removing dice from the pool (-2d for every +1 damage).
This is nice because the mage can have more control over the effect (a single success still deals full damage) but I see a couple cons:
Including yantras and willpower, the mage can add more or less 6 dice to the pool, which basically doubles a Disciple base pool. Considering that the damage can go up to 12, more or less, I fell that it's still little compared to firearms.
The 10 again rules doesn't add much here since extra successes don't add to damage but can only lead to an Exceptional Success which can add only one to potency.
No matter how powerful a spell potency is, it doesn't influence Paradox.
Maybe I'm missing something here. So my question is:
How can a character cast really powerful spells while still increasing the risk for the caster?