Bretbo
First Post
I'm probably going to say the obvious, but I see these weaknesses as options and not requirements. What do I mean by that?
M&M (standard PL10 game) provides more than enough Power Points to create very useful and fun characters without having to add weaknesses. If I wanted to add a little "flavor" to my game, I could include these weaknesses as Neo suggests. The important distinction is I don't have to allow them. If a player is trying to abuse, say, the Dependent Weakness by taking it so it really isn't a weakness; I'd dissallow it. It's an option.
Some superhero RPGs almost require that you take weaknesses of some kind in order to have a character that is "very useful and fun". This is not a criticism of any system; there just seems to be a culture that say's "I have to take weaknesses and I don't want to, so I'm going to manipulate the system." In M&M, you could do without a weakness system and you wouldn't hardly miss it.
My $.02 anyway.
M&M (standard PL10 game) provides more than enough Power Points to create very useful and fun characters without having to add weaknesses. If I wanted to add a little "flavor" to my game, I could include these weaknesses as Neo suggests. The important distinction is I don't have to allow them. If a player is trying to abuse, say, the Dependent Weakness by taking it so it really isn't a weakness; I'd dissallow it. It's an option.
Some superhero RPGs almost require that you take weaknesses of some kind in order to have a character that is "very useful and fun". This is not a criticism of any system; there just seems to be a culture that say's "I have to take weaknesses and I don't want to, so I'm going to manipulate the system." In M&M, you could do without a weakness system and you wouldn't hardly miss it.
My $.02 anyway.