Grab changes
Goals:
- Make choking worth going for without making it too useful in any scenario
- Make restraining weakened people with grabs more reliable for things like kicking out assistants non-lethally
- New formula is used for breakout odds that factors in stamina damage
- Base chance to escape a chokehold (not a neckgrab, but choking) lowered to 5, from 10
- New formula: prob(min(30/GRABLEVEL-sqrt(DAMAGE*(3-GRABLEVEL)), 0)) (See this table for exact values)
- Maybe make failed resists deal slight stam damage to make subsequent resist attempts harder (maybe 5-10, given how it passively regens)
- Maybe factor in other damage too, but to a lesser extent (total damage = stamina + (all others/2)?)
Goals:
- Make fistfights less "I got an RNG stunpunch, I win!"
- Give fistfights a nonlethal way of ending instead of one person inevitably going into crit
- Make punching play into the new grab changes by dealing stamina damage
- Retain the lethality of fistfights should the participants deliberately take it to the death
- Punching now rolls a number 1-10 (previously 0-9) inclusive, then deals that in stamina + 1/2 that in brute
- Weaken punches still exist, but the stun duration scales to the victim's stamina damage (and brute to a lesser extent, maybe brute/2)
- On the flipside, misses still exist but how often you get one scales to your stamina/brute damage, rolled separately from the initial punch damage roll (currently the initial punch damage is also used to calculate misses, where a 0 dmg punch is a miss).
- Kicking (punching a stunned/in crit person) is unchanged from how punching currently works (deals no stamina damage, deals full roll in brute), except that you will never whiff.