stateless Goblin Squad Member |
The original system for PvE injuries was inspired by the newest Warhammer tabletop RPG, where you had wound cards that had crit results on the back that contained a description of a negative effect and a level. NPCs would generally just take additional wound cards instead of the negative effect, since their lifespan tended to be measured in a round or two anyway. Our plan was to do something similar: each injury would have a point value that would be translated into direct HP damage for the monster.
Under the new system, dropping below the injury threshold is likely to be meaningful to creatures in a way that it wasn't before (since it's one big penalty rather than a bunch of small ones). They'll probably drop under it well toward the end of their life, but if something took you a little while to get down and there are other things to deal with, you might consider leaving it crippled for a moment to focus on other threats rather than taking the time right now to finish it off. And for tough creatures/bosses, getting it down to its crippled state after a long and hard fight may be a really useful time where suddenly the fight swings your way.
But we'll see how it goes in playtesting and assume that we may flip it back to expending it as damage if it's rarely meaningful that you've critted on a creature.
Either way, creature crits against players will build injury, not do extra damage.
Part of the problem of monotone damage output (without crits) is that it can make the ebb and flow of combat easy to predict.
Complex decision trees and short windows are what can make combat interesting/meaningful.
Some thing to keep in mind. See how it goes in play testing.
I do like the idea of pushing crippling, but basically this is just type of CC state. People make even potentially build for it - high crit low damage weapon becomes a tool for CC.