Elohim wrote:i've read comics since i was a kid ( '70's to present ) & other than the
few Paragon-types, those heroes had NICHES - they did something - ONE THING ( combat, energy control, telepathy, powerhouse, speed, ect. ) at a superhuman level, which left room for other NICHE heroes to have a place of their own in a storyline. I checked out DCA at the local RPG shop & noted there were NO JLAers that had as many Alternate Effects as the posts i've seen - not even Superman
As long as one "power" has multiple applications, it's most properly represented in game terms as an array. Even someone with a rather limited application power like Cyclops has multiple types of energy beam that work best as an array.
Most JLA characters also run wildly overbudget for their PL - because they're not limited by points, they can just buy powers stand alone. A more limited PC build looking for roughly similar types of abilities will generally have buy powers arrayed with each other to save points. If you want a Superman build on 225 instead of 289, you'd see more use of arrays since something like Heat Vision would either cost too much or be completely ineffective as a standalone power.
There's also a matter of communication or lack thereof.
First, let's look at the character power end. The DCA Superman doesn't have any sort of Super Breath power - it's just assumed to be a power stunt. That's fine - for Superman. I mean, if someone was playing Superman in a game said that they want to Extra Effort for Superbreath to put out a fire or something, that'd seem pretty reasonable to someone familiar with Superman. However, we're not necessarily talking about Superman. Without the sort of history that Superman has, the biggest common reference point is the character sheet/bio. Hence it hardly seems unreasonable for someone to put it on their sheet to say "This is one of the things I see my character doing."
Also, as Paragon mentions, the value of having a big array can drop quite a bit if HP are awarded often enough to make frequent use of extra effort practical. OTOH, players in a pbp don't necessarily know how much HP they'll get (or what you mean exactly if you try to describe it). So again, it's not unreasonable to error on the side of having more APs versus relying on Extra Effort if you don't know that you'll get enough HP to use some on cool tricks versus not getting KO'd.
Online games also tend to be slow paced. If a given situation can last a month, not having some ability to contribute can get pretty annoying. The format puts a bit of premium on having more versatility than normal.
Do some people go overboard with concepts that can be used to justify anything (mystic, cosmic, hybrid)? Yeah. That's a problem with concept creep, not with APs as a general.
(And by the internal logic, if the GM won't let them power stunt that power, he shouldn't have let them Alternate Effect it, either; the latter is simply the more permanent version of the former.)
I wouldn't say that necessarily true. There's a huge difference between doing something situationally at cost via Extra Effort as opposed to being able do it every round. To use my brother's example, if there's a sort of mass battle scene, it's cool for the duplicator to break out a huge number of guys and say "who's outnumbered now?" OTOH, being able to make a 1000 guys normally can be pretty freaking annoying and often overpowered.
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Note that the 1e version of APs involved effect categories. You could get an AP at feat cost if it was something you already had a power in. OTOH, if you lacked something from that category, then you'd have to start by buying a power in that area first. So you could get Dazzle off Blast via a feat, but not Heal.