14 hours ago, lyinggod said:The real question is what do you mean by "good" alternative. The granularity of Champions/Hero means that it can accomidate (just about) any concept or ability that you conceive of. Unfortunetly the price paid to maintain balance across scale (from Normal to beyond superheroes) is the use of percentage increases in calculating ability costs; in other words ->MATH<-. The less granular a system becames, the easier it is since powers become increasingly predefined. GURPS suffers from this to a small degree since its abilities are a bit broader and math becomes a bit simpler. The least granular are games like Heroes Unlimited from Paladium Games where every power is predefined and, like spells in DnD, they only (generally) scale in damage or radius as levels change (I solved this by avoiding all level based games).
It seems to me that Genesys may have a difficult time portraying super powers using a talent tree type system. I think that the best way they can approach super powers is with a base power similar to a base force power and then add qualities, similar to weapon qualities and/or mods in SW EtoE. Then each quality added to the base power increases Strain to use if an active power, or has some other balancer if a passive power such as Armor or perhaps each mod/quality is just bought with XP. I am, however, willing to admit that Champions may have biased me against a lack of flexibility other superhero games (and universal systems).
True, you can do pretty much anything with Champions/HERO, I was in a fantasy campaign using Champions, this was before HERO or the early fantasy port, but that doesn't make other systems less flexible. Systems that are more narrative and less math aren't less flexible just less simulationist. There have been successful heroes systems based on fate., which is more narrative than Genesys and there have been flops, looking at you Marvel Heroic Role-playing. I believe that it has to do with mindset. D&D is very simulation oriented. It was made to be a miniatures game. That is where many of us started.
Mechanically in the game, there is no difference between what you are describing and a talent tree, just how they are purchased. The key is get the feel of supers, to make the players feel that they are portraying their very own hero.