Starting from another thread
Godai: "Where as to me, it seems a lot of posters here get locked into Guided Method (The book does 90% of the work for you) or Constructed Method (the book does 40% of the work for you), that they just ignore the Third Method (You have a concept? You build it!). In my limited free time, I've been trying to update the Cauldron heroes to SC:RPG, and lemme tell you, you can't do a bunch of them without using the Third Method. Sometimes the Constructed Method just doesn't work for what you want to build."
Rabit: "Because I've usually come up with the character concept / personality before I even start character generation, I've almost exclusively used the third method of just building it. :-) It's really a fun exercise in posibilities, and has always resulted in me rethinking aspects of the character that make them (to me) more interesting!
EDIT: I was wrong -- I use the second method and never the third. :-\ "
fjur: " You can do whatever you want to do, no one is going to stop you. Some of us may want to fully realise our character concept, without heeding constricting rules; and some of us may want to follow those rules, because they help maintain a balanced play experience. No one way is better than the other (although I do personally prefer one way other the other, as you can see above : P). (Also, if we want to continue this discussion, I suggest someone start a new thread. This thread is for rating hero builds, not discussing levels of rule-following. ; )) "
Reading through the Abilities, and the different dice, Powers, and Qualities granted by the Sources and Archetypes, I'm honestly not certain just how balanced the Guided and Constructed methods really are -- that is, I have my doubts that following either method results in inherent strong balance. It would seem instead to impose a certain set of bounds on the possible mechanical strength of builds, within which there is considerable variation.
(The power/quantity count issue, however, is figured out... set that aside.)
The discussion in this thread would seem to lend credence to that suspicion: https://greaterthangames.com/forum/topic/mindwanderers-character-creation-tips-21709
Example: are the different defensive Abilities different in ways that creates more balanced characters, or are they different in ways that create palpable differences between different (smalle-a) character archetypes? Certain combinations have more defensive Abilities than they can take, other combinations end up with one tightly limited defensive ability.
I wonder if anyone's had thoughts about coming up with a more freeform method that still sets some limits... but every time I start looking at how I might do that, I end up part way down the road to a point-build system like HERO. Maybe just say "you get these 3 dice for Powers, these 3 dice for Qualities, and these 2 die for either... pick 3 Green, 3 Yellow, and 2 Red from anywhere... pick 2 Principles".
I do have to ask... why is the "Third Method" seen as "not following the rules" when it's right there in the rulebook?