Hard to believe we're up to issue 50 of any title already. I'm thinking, of course, from today's perspective and how few titles reach 50 issues these days!
I've been grappling recently with the 1st ed. rule that Superheroes need to be in costume to earn XP as Superheroes, and whether or not this needs to exist in 2nd edition Hideouts & Hoodlums. In most cases (Superman, Captain Marvel, etc.), it makes a lot of sense, but then there are obvious exceptions like Popeye and Big Chief Wahoo. And if you had any doubts (like I did) that Big Chief Wahoo was a superhero -- in that last panel he's either using the 1st-level power Raise Car or No Encumbrance (which I might wind up merging into just one power).
I'm wondering, though, if bashing open locked doors shouldn't just be a skill that all non-Superheroes get a 1 in 6 chance to do.
As I move away, in 2nd ed., from one-use stunts to skills that always have a chance of success, it begs the question of what to do with the Cowboy- and Aviator-specific stunts. The solution I'm considering is to keep the Cowboy and Aviator as sub-classes that anyone can switch to when in those environments. For instance, when a 3rd-level Magic-User gets in the pilot's seat of a plane, he transfers his XP to the Aviator class temporarily and picks out his aviator stunts accordingly. There won't be room for this in the 2nd ed. Basic book, though.
(Scans courtesy of Comic Book Plus)