It’s varied, drkrash1969…
As a general rule, it’s acceptable when the fiction is suitable. More importantly, the conditions I consider prerequisite to using it:
- the overcome to restart it will require some prep to enact
- the power shut down makes sense to be shut down.
- there’s a timer on.
Note that a villain’s overcome is a couple minions’ boosts, plus the villain’s overcome.
If the PC’s do likewise, the overcome is going to be pretty easy… but it’s not one action.
If the Player instead decides to break out alone, it’s usually going to add a twist.
If the scene has no good reason for time tracker overcomes, and the scene victory condition is to get something done in the allocated tracker time, it’s quite tension building.
And sometimes, the players simply drop back and kick deep, using other powers in new and interesting ways.
I’ve used it on one of my players a number of times… The character Rad Blaster neé Rad Man, is a blaster, cop, paranormal investigator, with nuclear powers. My one collection was Rad Man vs the Watermellon Man… Literally the day we were to talk rewrites and start collection 2 was the last day the store was open for gaming. (Given that I’m 50+, and my players were 3 highschoolers and my 20yo daughter… running it online was not going to be a particularly acceptable option to one of them. Plus, given their various learning difficulties, and my use of manipulatives in tracking, it just wasn’t something I was prepared to do.)
Rad Man has a gun, a car, and the ability to cook himself off in the red zone… His signature “Going Chernobyl” line is followed by all the others fleeing to safety then he goes and kills almost all of the minions, and most of the lieutenants. So, when I get to red first, shutting him down gives me a 40% chance or so of him not being able to do it before the others can. And I use the Lieutenants boosted by the minions to hold him down…
Doing it in the green? Not worth it. Stopping him from clearing the field on his first turn in Red? oh, heck, yeah! Doing so on Rad Man vol 2 Iss 6 scene 3 of 4? Priceless! (Rad Man Vol 1 was his starter collection.) The WmM was taken care of in scene 4…
Likewise, in Justice Comics #740, shutting down Tachyon’s superspeed by “too many bodies” lead to a very interesting solution. Absolute Zero and Legacy tag teamed to clear a path from the elevator to the control room. (I’m being a bit vague to avoid spoilers)
It’s a good tool when used appropriately. Stop the power that makes the mop-up easy, not the ones that are just a single action vs a single target.
Plus, remember: Overcomes are often harder to deal with since they’re really narrative focused. The overcome is the choice when the action has enough potential to go wrong, but should have a narrative limit instead of a bonus or penalty.
And for the minions? Andvar, the illusion projecting alien, used his d8 teeth to chop rad-blaster free in time to blast the Watermellon Van into atoms… and didn’t even drop from it. (but did come close.)
That’s a story win even if it’s weak on the mechanics.