During my spare time at work, and when not sketching Pufnstuf, I have been kicking around the idea of a fantasy hero campaign. Most of the world fluff I have worked out. The question I am stuck is how to let players have access to spells. I know the dangers of MPs making spells so cheap that wizards will have the right spell at the right time every time. I am more leaning toward not allowing any frameworks for them. Singularly bought powers. I have also been reading in FH that many campaigns like Valdorian do this with a cost multiplier to make the spells cheap enough to have a few well defined effects. What does everyone think of these cost multipliers? Have you used them for spells in your campaigns, and if so how did they turn out?
The other stumbling block I came across was if I do use say a .5 multiplier to make spells slightly cheaper, do I do this for magic like abilities that aren't spells? Am I going to force the dragon-man player, hypothetically, to pay the normal cost for his breath weapon, when the character that just defines it as a magic spell gets it at half off?
Any thoughts would be greatly appreciated. Thanks