Kryptonite leads to more interesting stories than Superman (join us next time in Action Geology!), so I think some chance of failure makes for interesting plot options. Not in a 'roll to succeed' fashion, but certainly: 'I can't channel demonic lifeforce on holy ground'.
It's all just energy, right? That's what all superpowers boil down to: generation, re-appropriation, channelling, absorption, and manipulation of energy. If a hero, or villain, taps into an energy source, some may be easier or more reliable than others. Lots of heroes have kinetic powers, fewer can access magical and cosmic energy, and fewer still know the secrets of probability and time.
I'll consider this as I adapt the rules. There seems to be a preference for some kind of failure options and limitations like this are very interesting. Obviously, having a wide scale failure option (rather than limited to some people like Champions or other games with Disadvantages) has implications for the setting and I'll consider that too.
Kryptonite leads to more interesting stories than Superman (join us next time in Action Geology!), so I think some chance of failure makes for interesting plot options. Not in a 'roll to succeed' fashion, but certainly: 'I can't channel demonic lifeforce on holy ground'.
It's all just energy, right? That's what all superpowers boil down to: generation, re-appropriation, channelling, absorption, and manipulation of energy. If a hero, or villain, taps into an energy source, some may be easier or more reliable than others. Lots of heroes have kinetic powers, fewer can access magical and cosmic energy, and fewer still know the secrets of probability and time.
I'll consider this as I adapt the rules. There seems to be a preference for some kind of failure options and limitations like this are very interesting. Obviously, having a wide scale failure option (rather than limited to some people like Champions or other games with Disadvantages) has implications for the setting and I'll consider that too.