Aroth wrote:
Well the only other option I can think of, is that your void rune, cant get knocked out of your hand by mental damage?
correct. the void is always there as an option
Aroth wrote:
I like mental damage as a whole as a player, since it disables enemies, but as a Norn I understand that you are not wrong, that when used on players it has a serious effect, where a player can be stuck doing nothing.
With their void rune at minimum, they can at least swing (unless its a weapon that requires a Physical rune, unless your void rune is physical? )or they can re-position as they need.
my own modifications came up because my players were not happy when I hit them with mental damage. It was pretty much a direct result of losing runes in hand. I think it would have been less of an issue with contingency by itself, or maintained powers in In Play (those non-maintained powers aren't really a big loss anyways. They felt like their turns became a waste of time.
IIRC, it came up when I used Winter Rusalki on them.
And, to be honest, I get it. I've been in that position and it's not a lot of fun. You'd rather take a penalty because you can at least try.
Aroth wrote:
Another option of course is adding a counter to metal damage?
Not sure if this is already a thing as I am at work and don't have the books in reach.
Example: Pay [Metal Rune] or [Moderate Sacrifice] to counter the metal damage, and convert it into Physical?
Like a defend action you can do this as an instant.
I could see this, though I might modify the ratios a little bit. A Moderate sacrifice might be about right, but a Mental rune is very cheap for being able to use your physical defense against something that, out of the gate, does half the equivalent in physical. Andrew has the ratios and might be able to provide some guidance.
Aroth wrote:
Only thing I don't like about this rule, is I see it being abused quite abit, and it does take away alot of how mental damage works, as most of the point from what I can see, is to prevent your opponent from having actions.
exactly. I don't really mind it hitting Maintained/Open/Combo runes and ripping them up. I don't mind it hitting Contingency. I don't think my players would either. The In Hand is the one that gets them.
In general, rune taxes are pretty rough (taunt, blind, etc) but targeted ones are a lot worse. It isn't helped by your turn all happening at once, thus you are either all in In Hand/Contingency, or In Play/Contingency.
Might be interesting to do a variant of combat that has you rotate around, everyone playing one rune chain, then around again if people still have runes, etc, until everyone is out. This would make mental damage much more interesting as a byproduct. it'd also be a lot of turn overhead
