by kaomera » Sat Mar 24, 2012 5:09 am
Well aside from (and not in any way trying to bash) houserules, I think that the reasoning behind the high percentage of drawbacks is to create a situation where it isn't really feasible to view mutations as a purely beneficial thing. This is somewhat of a balance issue, although given the random nature of mutations it's effect in that respect is probably arguable. But where I would expect the inclusion of a good chance of drawbacks to be most important would be in cases were characters are able to acquire further mutations after character creation. Reading through MF I'm not sure if I spotted any really likely instances of this, but iirc in at least a few of the post-apoc games I played in back in the 80s there was an issue with players deliberately seeking out what were supposed to be dangers (specifically irradiated areas) in an attempt to ''power-up'' their characters...
(So, yeah, I'm all for house-rules limiting drawbacks at character creation, and there doesn't really seem to be a specific need for a high percentage of them during later play, either. Of course this does also serve to make mutants more attractive; but ime that's generally what players tend to want, and they're liable to try and keep making characters until they get a ''good one'', much like with ability scores.)