Some gudelines on "proving the bugs" in the system: - If there's an adv / disad / piece of equipment that everybody always gets, that's a warning sign that there might be an imbalance. - Try to break-down the (dis)advantage and see if you can make the math work. If you can't make the math work, there's probably a bug. - If something seems to cheap or too expensive, try doing it another way to test if it's balanced, i.e. try doing an equivalent Psi power with Magic and check the costs of each. - Check on the web and see if anyone else has arrived at the same conclusion. - If you can't find anything (per the previous step), ask somebody on the GURPSnet list, the rec.games.gurps newsgroup, or one of the SJ games folks. Maybe they can tell us something we don't know that will enlighten us as to why something costs as much / as little as it does. And some guidelines on making changes to the rules. - Proving the bug is a prerequisite to making a rule change; a change proposal must be backed up by any facts or reasons why (no "change for change's sake"). - Don't make a change that increases complexity at the expense of playability. - Get more voices / brains involved in the change proposal. This is a good way to seperate the serious problems from the not-so-serious ones. - Consult available support sources first (GURPSnet mailing list, folks at SJ Games, etc.). - Don't try to fix something when it's easier to ignore it (this applies to nearly all the rules in the Compendium I). - A change must be brought before the gaming circle for approval; no unilateral changes.