Going over this a bit I have a system that I would like to see.
Critical Strikes & Critical Moves + Critical Success- Critical Success could be filed under each skill, additionally governing the two fields. Going to a trainer, successfully preforming a Critical, reading up. These are all ways to increase general Critical Success, as there are many ways to learn the same thing for anyone. Trainers and books can even help to boost Critical Success past what would be normally attainable via standard training.
* This is also a feature (not skill) that could fall in with Luck as a "clutch action" or otherwise instinctive behavior.
- Critical Strikes being an event by NPC's dodge, PC's medical skill, PC's weapon skill, and the comparison of the PC's and NPC's luck and Perception. Also the familiarity with the enemy type (NPC classes could help here, time spent fighting / studying the creature type). This is more precise damage and likely to gimp a limb, torso, or head (focus). It is instinctive and not an input controlled by the PC. It can be achieved in almost any kind of combat, and the overall animation / strike should represent that it is quick, efficient, possibly powerful, and extremely balanced. Flowing into the rest of combat without a large compensating lag time.
* This is additional to the standard hit check / damage check that happens with any particular strike.
- Critical Moves are governed by the weapon skill, said skill's governing attribute, Intelligence, Perception (provided there is no weapon skill under perception), familiarity with the enemy, and requirement sensitive triggers in junction with PC controls. There is no enemy defense comparison to a Critical Move via the requirements. To run through the current list.
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H2H - Submission --> Requires sneak, enemy staggering (for low end submission only), or extremely low fatigue. Submissions turn into suffocation as the attack input is held, then once the input is released something pops (heavy location damage). Any resulting suffocation can be used to KO or kill an enemy. Best left for single combat though.
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Small Arms Blunt - KO --> Used in sneak mode and requires a few seconds of input (weapon draw) to accurately line up its target. Head shot scores a KO while a lower target (less time) brings limb / location damage.
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Small Arms Bladed - Heavy damage --> Used in sneak mode or on a KO'ed opponent and requires a few seconds of input (weapon draw) to accurately line up its target. Head shot will slash the throat while a lower target (less time) scores a Vital hit / accurate location damage.
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Short Sword - Parry --> Used in combat and must be timed (after swing before strike) to the opponents attack. Much easier with decreased enemy fatigue or lighter weapons. Adds a stagger effect to the NPC while PC readiness is shortened.
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Great Sword - Strike Through --> Sneak (yes) or staggered. Soft / light armors could be negated for the single attack and heavily damaging any armor; again Soft / light especially. Also a longer recovery period.
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Blunt - Strike Through --> Sneak (again yes) or staggered. Plate / heavy armors could be negated for the single attack and heavily damaging any armor; again Plate / heavy especially. Also a longer recovery period.
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Axe - Decapimemberments --> Sneak (stop asking) or staggered, provided armor is heavily damaged or gone. This is a stolid swing and requires a few seconds of focus. In the case of awareness, armor, or inaccurate swing the result is heavy location / limb damage. Also a longer recovery period.
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Spear - Impale --> Sneak or heavily fatigued opponents at a distance. Impaling also requires Soft armor, no armor, or damaged-heavily damaged chest armor. It results in heavily damaged armor and heavy location damage. Also a longer recovery period.
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Staff - Parry Strike --> Used in combat and must be timed (after swing before strike) to the opponents attack. This blocks / parries the attack and gives an initial strike. Block readiness is decreased after doing this but additional attacks (flowing combat) are encouraged.
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Marksman (bow) - Quick Draw --> Used in combat if there is a known opponent within X distance, representing a danger or challenge. The bow is drawn to strength in a much quicker time allowing for multiple shots on near enemies. No damage increase or precision bonus though.
*weapon draw (readying to swing) will increase stress on sneak (via enemy's Perception)
**none of the Critical Moves are necessarily automatic kills
***aside from Short Sword and Staff all of the Critical Moves require an extended attack input time.
And my head is still clicking away so if there are extra weapon classes I would like to hear it.
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what about momentum affecting strikes as well?
The way I see it, strike power can be "weak", "adequate", or "overwhelming", and targetting can be generally classed as "lucky to even hit", "decent" and "hyperaccurate".
Momentum would make a weak strike still hurt. Think of an acrobat diving off a rooftop to hit you. no matter your strength, that's going to hurt *if* they hit. Of course, the targetting will suffer, but...
Just a thought.
Yes, but I think thats a physics issue. Criticals are more what inexplicably happens within the moment to allow such events. I hope they could replace the sneak / other multipliers.