Mouse wrote:…
But beyond that, I kept running into the issue that many of the potentially useful powers are just sort of there. Like Flight. When would you roll that outside of combat? I can think of times that you might say, "And then I fly to where we're going," but I'm having issues coming up with a use where's it's actually rolled that's not a chase scene or trying to outrun a timer of some sort (both of which are action oriented and which would often occur inside or alongside fight scenes).
I often run games that go for several sessions without fights. Like my entire current plotline (converted from another game) is a big mystery.
See OM06, when to roll and when not to. If you need to travel and you have a travel power, you get there, simple. Only roll if it's important. For example, roll vs. trouble to see if you can get there in time to do [thing], or see if you get there before [villain]. Heck rolling to see if you tire might work, too (failure resulting in stress).
But, really, if you're using flight to get from scene A to scene B, why roll the dice?
-EF