Hey ![]()
I dont like how the rules for stun damage (damaging strain) are currently in the game, as it's far a better tactic to just shoot to stun instead of lethal, as long as you have the range. I know, its been said on the forums multiple times.
Also, i think winning a fight using stun weapons should be a lot harder than using lethal fire. Lethal fire should be feared, not the other way around.
Im considering this:
Stun weapons do not damage strain.
Instead, a new "stun damage" is tracked, following the same rules for stun settings currently in the manual (range, no crits, etc).
When "stun damage" equals or surpasses current remaining wounds, you are "disoriented" (1 setback dice to everything).
When stun damage also surpasses current remaining wounds + current remaining strain, then you are knocked out and out of the fight.
What's the expected result:
- For minions and rivals it changes nothing. They are still as easy to knockout as to kill. If the enemy had important information that you absolutely wanted and is integral to the story, it should have been a nemesis anyway.
- For nemesis(es?), it is now twice as hard to stun them rather than kill. You want your enemy alive, you have to work for it. You may employ a tactic to wound a nemesis a little and then apply stun settings in hope of making the job easier, probably while you are running to short range. Of course, you run the risk of killing the target, as it should be. You seriously handicap yourself by trying to stun.
- For players, they should have less fear of incoming strain damage. They can use more of their strain as a resource, knowing that a sudden stun rifle bolt is not going to incapacitate them for good when they suffer 7 points of damage at once.
Any comments? Anything that im missing here? One thing i noticed is that stun damage now is either kept up, or worthless. This also makes stun grenades basically useless against nemesis enemies.
Edited by Madeiner