Bill wrote:I try to keep any given group within the same range of destructive potential, give or take 100 MDC. Otherwise, I limit players not characters. I'll ask them to come up with a reason why their character is present and participating in the adventure rather than tell them they can't have a specific class. And, if they're not able to come up with a compelling reason for their coalition intelligence specialist (or other equally unlikely class) to be paling around with an elite group of alien mystics (or other equally strange cohort of player characters) on a search for their magical messiah (or other equally odd adventure), I'll usually suggest something.
This is most common approach by myself & the other usual GM.
We have experienced PB players, so they know what's out there. Generally, explain your char concept & it'll usually be approved - with warning about anti-DBee/mage bias, or that you have inherent pro-con due to familial contacts. Equipment is slightly limited - again, based on char concept.
We have had games that are restricted to a half-dozen or less books, folks adapt well to those.