Yeah. When I mentioned Luck Control, I was thinking of something flawed down - like the inverse of dodge mastery. Pick the "roll twice, pick the worst" power of Luck Control and then put a flaw on it so the control applies when someone is saving against one of your powers. Now you effectively have some extra power for your attacks in emergencies. I'm not sure how balanced it would be, however. It seems like it'd be considerably more effective than something like Dodge Mastery since the player has far more control over how to use it - the player decides when to attack, but not really when the character gets attacked (but you can influence things of course).
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Splitting the party for an extended period can be difficult to run.
And power or body swaps get complicated since the line between learned and innate traits is often fuzzy. Even a pure physical stat like Con can have different descriptors. While Star has a huge Con due to physical changes from mutation, another character might be tough, quick to heal, and resistant to poisons and such because they have grit and determination enough to shrug off injuries and debilitating effects. It's hard to think of a way to swap things that's somewhat fair, keeps to the spirit of the characters, and isn't a tremedous pain. For example, Star's powers natively are much more like her Corrosion cone than the orbs she throws: overly dangerous to herself and others. So what happens in the event of a switch? Either Hope is sort of screwed with powers that mess her up if she tries to use them or Star is major chump (or even more of one) for taking years to learn what Hope just did in like minutes. See what I mean?
On the other hand, there is the "Don't think too hard about [X]" rule, where X is fantasy, super heroes, etc.
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As I mentioned earlier, I have no problem with switching to ATT, but it's not really something I'd particularly want to do either.