I was not talking about tabletop games, brother.
Oh. Well, I am. A Rules Lawyer stuck in a Literal RPG is basically d20 3.0/3.5, but with the serial numbers filed off. I rename some stuff and simplify some other things so that the reader doesn't get stuck in the weeds. I also am, to some extent, blending it with White Wolf, but only for the behind-the-scenes game development drama.
Eileen banging Sam Chupp. *shudder*
I know way too much about the behind-the-scenes drama on a few Gaming companies.
Although I do have to be careful. I find myself working hard to nerf the MC. Like, I know what the most obvious thing to do it, and in an unlimited d20 3.0/3.5 game, the MC would already have become a god. So every time I see a way for him to just destroy the story, I throw something in the way.
For example, using the Region-Locked rules, so that the Wizard/Sorcerer spell list is absolutely nerfed. Having the government crack down HARD on people who use teleport. Having the more advanced civilizatons blanket their cities with secure spells liked to teleport traps so if you teleport you get shunted into a teleporter containment area.
I think the problem with most writers who destroy their own power system's balance, is they think MOAR POWR = GUD.
They don't realize that giving the MC a power, then having someone go, "Oh yeah. We dealt with YOUR KIND before, then whipping out a counter to absolutely NERF the MC, thus forcing him to make crafty sacrifices is actually what people want to read.
I don't want to spoil it, but the MC in my story gets in a situation where he is boned. so he does the unthinkable to get out of it.
He blows his character build by spending the XP he was saving for a special class on something that is useful RIGHT NOW. He creates a flaw in his build that he can never recover from to save the life of his companion. That might not sound like much, but to a power gamer, forever gimping your build JUST to save an NPCs life, that's character growth. Why does he do it? Because he runs into people who are prepared to deal with his standard BS. So he has to think outside the box and munchkin all-new BS to win.
I think that's where most power systems fail. They give the MC power and think, "The solution is to give the Badguys MOAR POWR.
No.
Sometimes that works. (The Bad Guy just being BETTER.) But it also is a solution if you go, "No. Nothing you do works. Figure out some way around this problem that doesn't involve screaming loudly and blasts of solar plasma. Authors like their MCs, so it's hard to kick them in the teeth.
I think kicking an MC in the teeth is fun and the readers love it when the MC gets kicked in the teeth then goes, "Oh. You knocked out a few of my teeth. Well, I guess I got no choice but to dig deep and do something REALLY FUCKED UP. Have you ever read the rules on SYMBIOTES??? Yeah, I'm gonna have to blend my body with Ectoplasm, but Oh BOY, are you gonna HURT."
Everything should have a price.
For example, in d20, psions get Time Stop at level 11. Most get it at level 17. The MC figures out how to get it at level 6.
Now, stopping time. That soumd powerful. it is. BUT, its nerfed in a bunch of ways, it rther energy intensive, and there is an oft ignored rule where you get a -2 fear penalty to all rolls for one round after using the power. So. I changed that -2 penalty into CHRONO-PSYCHOSIS. Every time you use a time altering power, the backlash is total sensory deprivation where only seconds pass, but it feels like HOURS with you trapped in an endless void where you cannot even scream.
I think THAT might provoke some terror, don't you think?
How often you gonna stop time if when you are done, you get lost in a void, unable to do anything except think, all senses stolen from you, and when you return, you are consumed with feelings of paranoia that accumulate the more often you use these time-altering powers in a short amount of time?
Give the MC power, then PUNISH HIM FOR USING IT.
This is how you make a good power system.