Re: What we like about HERO
That's not the point. If you are using knockback, then some powers have it built in, and some don't, rather than having it as an adder that can be applied to anything. Range is similarly variable from power to power, some are based on AP and others are LOS.
Say my character can create large amounts of water as their power. They might have all sorts of weird attacks, defences, and so forth reflecting what they can do with their water. Then say they get trapped down a well. They could create enough water to fill the well and then float to the top, right? Except they have no power that represents this ability, even though it is an obvious use of their abilities. Now, the GM can always just say it works, or water guy can have a big 'water powers' VPP (and every other character the same thing for their powers), but then the system isn't really supporting it, is it? If my character can do 4d6 damage with a water blast, how much land can he irrigate in a day? Can electro-girl recharge the batteries in my flashlight? Can I use my sword focus to chop down a door?
One thing I enjoy while playing is creative problem solving and I find that a little more difficult when my powers are defined by what they do in the game world rather than what they are in my imagination. Still, it's not an insurmountable problem, and SFX helps, but I hate relying on GM fiat.