Another thing that works against Mage: The Awakening is that players of White Wolf games are used to what I call, "shotgun powers" namely, they get really beefy powers up front. In Mage... Not so much... Pound for pound an individual Rank 3 Arcana effect is going to be far weaker than a Rank 3 Discipline or Gift... On the other hand... Mages can start combining their Arcana effects and together that can blow past anything anyone else can do. Not just in combat, but that is where people most often see it... Scariest thing I ever personally witnessed was at a demo game... Guy with an Enhanced Rifle (+4 base, +2 for enhancements) Dexterity 3 Firearms 3 Arcana: Life 2 Fate 3 Time 1 Before going into a meeting with the "Powerful Werewolf Leader" (who was all kinds of evil and corrupt.) he cast Puissant Skill: Firearms, Superlative Luck, and went into the meeting... When things went sour, the Mage got lucky and went first... Used Time 1 - Perfect Timing (3 successes) Fired his rifle - Dex 3, Firearms 3, +6 from the rifle, +3 from the Perfect Timing, +3 from a Willpower Point for 18 dice, the Werewolf's defense didn't apply because, well, firearm. He fires... 26 successes... (18 dice base, reroll all failures 1 time (puissant skill), reroll all 8's, 9's, and 10's (superlative luck)) Literally dropping the "big bad" in one shot as the Werewolf brains sprayed across the landscape. The poor GM running the demo was just slack jawed...