I have no problem applying a complication that must be bought off before being able to do something, if it makes narrative sense.
Suppose I have a group of heroes that are trapped in a building, which the villains cause to collapse, giving all of the heroes a "Buried in rubble d10" complication. For a brawler, it makes sense that they have to get out from under that before they can re-engage the bad guys. A telepath could continue to fight with the d10 penalty. But a clever player can come up with ways to justify doing something different, so staying flexible is key.