What I don't like about the Winds of Fate is that there isn't a guarantee that you can use a power when you want to.When you build up power by attacking or otherwise doing combat actions, then ambushing parties who strangle a bunch of chickens before combat are at a stupid advantage. Whether the advantage can be overcome or not, it is stupid and I don't want to do it.
And that is why the D&D system of charge casting and the Dragon Ball Z system of attack buildup are shitty. They don't work very well. So what does work fairly well?
Winds of Fate if you roll a die every turn and you can use a power that has a threshold less than or equal to the die result, your characters will be using all kinds of crazy powers. The level 6 mega blast will only be available one turn in six, so characters will actually use powers other than their mega blast most turns.
Martyr Points sure advancing the rage bar by hurting enemies is broken by the bag of rats, but getting spell points by being damaged doesn't suffer from that kind of problem as long as healing takes the spell points away with it.
When a hero uses a finishing move or a secret technique, they don't just pull it off randomly in a fight, they have to do some stuff first to use it.
What I think instead should happen is that powers work sort of like some of the gem conversion/destruction spells in Puzzle Quest--when you use a spell, they deplete some kind of finite resource you have but also give you resources in another column.
If you use a spell without having enough gems or whatever for it, it operates either at a reduced effect or you can't use it at all.
For example, everyone starts out with 4 Green, Red, Blue, and Yellow gems. When they use the Dual Shot power, it takes away two green gems and gives them a red and a yellow gem. If they use Dual Shot again, it operates at a reduced capacity since the spell has a caveat that if you have less than 3 green gems while using it you take a penalty to your attacks and defenses with it.
To prevent people from strangling chickens before combat starts, you don't get any advantage from it. You always start combat with full gems--going over the limit doesn't give you any advantage. You just lose them.
The downside to this approach is that it creates Five Moves of Doom combos. I think this can be gotten around by having attacks also deplete a character's gempool. That way when (N)PCs see possible enemy combos coming up they're encouraged to use attacks that deplete a crucial gem resource in the combo, forcing the enemy to use something else.

