Quote:
Originally Posted by PK
Personally, it might have been simpler had Fourth Edition taken a GURPS Magic approach and ruled that all active advantages cost fatigue to use, then charge an expensive enhancement to remove it. But (A) no point in contemplating that now and (B) that would probably have its own balance issues.
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Certainly other RPGs have played with a similar kind of concept, particularly "powered" oriented RPGs. Another approach is baking in some strict "cooldown periods" or uses per day (or both) on anything more complicated than a small bonus. The third is building in purchase of funky abilities into the character ("You get 200 points and one of these three powers) and severely restricting the number chosen.
But they're not GURPS :)