
Sizzaxe |

Tark XT echoed my approach. It's true I'm slow to allow new rules and additions to the game right away; after all I need to think about them first and absorb them as possibilities. But within a month or two my players know I'll let them start to play with the new rules.
The key is that you can bet by then I understand the rules too, and there will be a Newtonian "RPG" action-reaction in the campaign world when such new ideas/rules come online. In other words I use the same rules you do. If I feel the power level is beginning to bloat, it's time for my campaign to deflate them a bit. And this usually happens between level 10 and 20 anyway, and this has been the case since the early days.
New abilities, feats, skills, prestige classes, odd races, high HPs, etc etc are not bad--they just require that I as a GM up my level of play to meet the new challenges presented by _very_ powerful or unusual PCs.