I'm A Banana
Potassium-Rich
Gaining RP benefit/hinderences is a good use for them.
Magic Items with "quirks" is a GREAT idea (consider it yoinked.
).
Using them without gianing advantages is also perfectly okay.
I'm capable of saying "no," but it's hard when the rules support it. The rules should probably (IMHO) be the reference of things you can do no matter your DM. Going beyond the rules requires some OK-ing/Veto Power, but the rules themselves should present a well-balanced and fair base to go from (IMHO, again).
I'm not a fan of an advantage/disadvantage system at all. I went through this debate with a bunch of people while we were trying to convert something from 2e into 3e, and I still stand by my original logic. 2e was much more concerned with "realistically" limiting what you could to with a power. The Kits showed the abusability of an advantage/disadvantage system. 3e is "once you choose this power instead of a different one, you're good to go." More concerned with what your character *can* do rather than what they *can't*.
Magic Items with "quirks" is a GREAT idea (consider it yoinked.

Using them without gianing advantages is also perfectly okay.
I'm capable of saying "no," but it's hard when the rules support it. The rules should probably (IMHO) be the reference of things you can do no matter your DM. Going beyond the rules requires some OK-ing/Veto Power, but the rules themselves should present a well-balanced and fair base to go from (IMHO, again).
I'm not a fan of an advantage/disadvantage system at all. I went through this debate with a bunch of people while we were trying to convert something from 2e into 3e, and I still stand by my original logic. 2e was much more concerned with "realistically" limiting what you could to with a power. The Kits showed the abusability of an advantage/disadvantage system. 3e is "once you choose this power instead of a different one, you're good to go." More concerned with what your character *can* do rather than what they *can't*.