Like Duke, I live for those “all ones”, situations. Those are the stories I prefer rather than the player fiction that a lot of modern games pursue.
For us, victory was achieved by teamwork, and coordination, rather than an expectation of a single team member clocking the bad guy with a perfectly timed soliloquy and punch. I will admit, that on the subject of superheroes, I am Lukewarm, but will play with good GMs and I had an embarrassment of riches, with my high school group, The Heroes of Hero Games, and the ‘zine writers. But other than Champions, I didn’t seek it out. Therefore I have no experience with other superhero systems like FASERIP. Most other systems seemed illogical when compared to Champions.
If the moment is supposed to be that important, then why does it require a die roll in the first place? The GM could just hand it to the player, if it is that important. A lot of incidents occur in a character’s blue book without rolls. Another way to handle it would be to hand the players a card that just has “successful roll, can only be used once. Choose wisely. “. This also decouples it from the experience points.
Now I took a more sports oriented attitude about victories in Champions games. It was a team effort, won through effective teamwork, tactical coordination, knowledge and research (detective work by the team), and training (we would game danger room scenarios to try new formations and tactics). Sometimes team members had dice lice and could not roll below a 15 all night, but that’s when the other team members could cover for them. But if it’s important for that one player to get their “one, shining moment of awesome”, then allow them the card. Otherwise it’s nearly alien to me, unless it was a team effort.