Quote:
Originally Posted by Fear of the Duck
EXPERIENCE
We didn't really get a chance to play this through, however as far as we can see if you run a game using all the different Powers the following occurs:
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If a GM chooses to run a game using all the different powers, as is explicitly recommended
against at several points in the text, experience is likely the least of the problems that will ensue.
Page one of the Powers chapter contains the following text:
This chapter differs somewhat from previous chapters in that it consists of five relatively different systems, rather than a core set of rules and optional systems. Some of these systems are not immediately compatible with one another, while others are easily used side-by-side.
Later, in the section on players using multiple power types, it states:
Having a character use multiple power types can potentially be an unbalancing feature in a game, and the gamemaster should have the final say as to whether your character can begin with more than one power type.
However, you do raise a good point that the text doesn't warn GMs as much as it should about headaches arising from using multiple power types. In my own playtests, I never had any problems adjudicating on the fly if different power types came into conflict, but I should make it explicit to GMs that the potential fuzzy areas are not always worth the reward.