Champions (a.k.a. Hero System) has been providing a combination of far-out powers and a detailed tactical combat board game in an RPG since 1981. Here are some key differences from 4E.
(1) On the "design for effect and balance" front, it uses a point system to build powers from basic effects, advantages and limitations. General "special effects", corresponding to 4E "flavor text" (such as whether an Energy Blast effect is fire, sonic vibrations, bullets, or whatever), are decided when the power is built. If Snowflake uses ice powers, then common consequences should be reflected in appropriate advantages and limitations (which modify the power's point value). Knowing that they are ice powers, the GM can adjudicate unforeseen consequences.
(2) There are general rules for just about any situation, and it's not necessary to have a special power to do something other than in a special way. A short menu of combat maneuvers (punch, haymaker, kick, block, dodge, grab, move by, move through, other attacks) can be used to reflect more than just those literal moves, with associated factors applied to offense, defense, and damage.
So, both powers and actions can be described first in non-game terms and then translated into corresponding numbers and dice rolls. A well-designed modern superhero game by nature must deal with an adequate scope of phenomena to cover any other genre. Whether the scale of ratings or treatment of effects is satisfactory in another context is another matter.
(1) On the "design for effect and balance" front, it uses a point system to build powers from basic effects, advantages and limitations. General "special effects", corresponding to 4E "flavor text" (such as whether an Energy Blast effect is fire, sonic vibrations, bullets, or whatever), are decided when the power is built. If Snowflake uses ice powers, then common consequences should be reflected in appropriate advantages and limitations (which modify the power's point value). Knowing that they are ice powers, the GM can adjudicate unforeseen consequences.
(2) There are general rules for just about any situation, and it's not necessary to have a special power to do something other than in a special way. A short menu of combat maneuvers (punch, haymaker, kick, block, dodge, grab, move by, move through, other attacks) can be used to reflect more than just those literal moves, with associated factors applied to offense, defense, and damage.
So, both powers and actions can be described first in non-game terms and then translated into corresponding numbers and dice rolls. A well-designed modern superhero game by nature must deal with an adequate scope of phenomena to cover any other genre. Whether the scale of ratings or treatment of effects is satisfactory in another context is another matter.