Inconsequenti-AL said:
A very good point about the slots... hadn't really thought about that.
One answer would be to have the innate item occupy the slot it normally would. It's somewhat metagamey but would deal with that problem.
As an in game explanation, I seem to recall certain types of powers were associated with certain body locations, so perhaps the innate powers 'occupy' those locations. If you put something in the same place, then they interfere and neither work?
Hm, so once you settle on a certain ability for a certain location you could never change after that? That would be a serious drawback. For example the Witch I played until recently in a high-level game that was half highly challenging and potentially deadly fights, half power-politics carried two cloaks: Resistance for combat days, Charisma for politicking days.
Maybe you could have things overlap but need to attune yourself to the abilitiy you wanted to use at any one time, to have them 'fade in' over a certain period (like, overnight, over the course of a week or whatever seems appropriate)?
Inconsequenti-AL said:
I quite agree about the flexibility issue. I'd be very leery of allowing this stuff with no supervision, it'd be powergamer heaven (or hell)!
My personal taste would be to sit down with each player and discuss the direction they wanted their character to go in. Then we could agree a path for them together. Probably tweak this as they level up. Supervised choice, as it were.
Am I right in thinking your Midnight game doesn't use the standard paths? How do you handle who gets what powers?
Yup, working with the player is my preference, too. It can take time to get players to talk though IME, depending on who they've played under in the past. Two of my players seem seriously burnt by past experiences with other DMs and won't yet approach me (nor the other DM in our group) to discuss character concepts or tailoring rules - in fact when I've made suggestions they got that grey, cornered look in their eyes and scurried away.

So erm, I'm giving them time and hoping that seeing other players survive negotiations with me will eventually help loosen them up. If not, *shrug* their loss.
In my Midnight game I pretty much use the paths as written for now, although I've started tailoring one particular path to a PC in discussion with the player. It's part group dynamics, part DM pragmatism: As a DM I'm unlikely to create stacks of new rules (or for that matter, world detail) no one will ever use, I prefer to work with the issues at hand. And my Midnight players didn't complain (much) about the lack of viable path choices for our game style when we started play, they simply chose from among the few useful paths. In future negotiations I intend to use published paths as a basis and work from there as and when a need arises.