I had planned on making the effort pools as sensitive as combat time, so as not to make them cheap ways of overcoming poor attributes or strategies. After all, it's awfully hard to concentrate with blood in your eye, isn't it? Perfect example is the Cotto/Clottey fight, where Cotto was kicking Clottey's ass left and right until the headbutt.
So, your first suggestion will help me in my efforts to make an effects-based damage system that's more logical, dramatic, and entertaining than other designs.
I would like to point out, however, that concentration, especially in relation to the Internal Arts skill discipline, is my way of allowing characters to be heroic in a world underscored by mundane physics - which leads me to my next point.
Unfortunately, a stab is a stab, and I feel the need to highlight that point because this is intended to be a very lethal game - I want players to have fun dying - so I couldn't conceive of being in shape as a significant factor in reducing the effectiveness of lethal weapons. However, your final point will help me to model that sort of sixth sense that people who are regularly exposed to danger have, and thus, will provide balance to those players who like to pretend that they're Jet Li in "The One". Such as myself.
We're thinking on the same spectrum.
I had planned on making the effort pools as sensitive as combat time, so as not to make them cheap ways of overcoming poor attributes or strategies. After all, it's awfully hard to concentrate with blood in your eye, isn't it? Perfect example is the Cotto/Clottey fight, where Cotto was kicking Clottey's ass left and right until the headbutt.
So, your first suggestion will help me in my efforts to make an effects-based damage system that's more logical, dramatic, and entertaining than other designs.
I would like to point out, however, that concentration, especially in relation to the Internal Arts skill discipline, is my way of allowing characters to be heroic in a world underscored by mundane physics - which leads me to my next point.
Unfortunately, a stab is a stab, and I feel the need to highlight that point because this is intended to be a very lethal game - I want players to have fun dying - so I couldn't conceive of being in shape as a significant factor in reducing the effectiveness of lethal weapons. However, your final point will help me to model that sort of sixth sense that people who are regularly exposed to danger have, and thus, will provide balance to those players who like to pretend that they're Jet Li in "The One". Such as myself.