Well, strength is terribly common in the supers genre, even characters who's powersets have nothing to do with strength are drawn with more definition than Olympic athletes. So, initially it made a lot of sense. Even in other heroic genre's it's not out of place.The problem with Strength was that for the majority of characters, there was almost no reason not to have mechanically; 10 points of Strength gave you 2 points of PD, 5 points of Stun, and 2 points of Recovery. Altogether that was 11 character points per 10 even if you never did anything with the damage or utility functions of Strength itself.
And, yeah, PD is definitely something you need, and stun is nice to have, and REC, too... but in the proportion of 2 PD to 5 STN and 2 REC vs just 10 PD? Not s'much.
Yep. I'm not saying it was wrong to go there, just that it does make the game technically less balanced than it might have been otherwise, its forced to rely on the GM (or player restraint) to limit abuse.Well, the Stop Sign powers are a largely unavoidable problem if you were going to cover all the ground; there are things that occur in the superhero genre in specific that are okay in certain contexts, but play very poorly in others, and the number of others is not something that can be indicated exhaustively in the text. Its very, very hard in general to build a semi-open-ended power build system without some aberrational corners, because the number of intercombinations are so large.