Ahh, I know the Character Creation and Non-Combat scenes are similar to your nutshell descriptions, Money and Equipment is the wrong direction and should have mentioned that in my original post as well. Game Balance not sure as I rarely see issue with Game Balance in my games. If something seems "too good" I just make it work sporadically so tend to let players come up with whatever spell/powers/skills they want.
I had one player create a skill that (at level 5) would let them move 10 feet between each swing of their weapon and could swing a number of times equal to half their remaining healing surge (it used a healing surge). They also could not hit the same opponent more then once.
The concept fit their character style (fast nimble fighter) well, but I just made it so they had a 50% chance to trip between each move plus 10% for each after the 2nd swing. As they leveled I reduced the base trip chance by 2% to keep it useful to them.
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I had one player create a skill that (at level 5) would let them move 10 feet between each swing of their weapon and could swing a number of times equal to half their remaining healing surge (it used a healing surge). They also could not hit the same opponent more then once.
The concept fit their character style (fast nimble fighter) well, but I just made it so they had a 50% chance to trip between each move plus 10% for each after the 2nd swing. As they leveled I reduced the base trip chance by 2% to keep it useful to them.