Hi - I'm an internet incompetent so search functions are waaaaay beyond me (in case it's been talked about before).
Given stun is such a crucial element in any protracted melee combat, I find the resist stun progression a little silly. Early on, characters have no chance of resisting stun and later it's a breeze whether it's a stun 1 round or a stun 6 round result - there's not much difference in their chance of resisting despite the second being a much more serious result.
I wondered if anyone had tinkered with the RR targets for number of rounds of stun? I have been thinking of using a modification (excuse the complicated formula, but it yields target numbers I think I like...) where the potentially stunned character makes a "RR" and based on the number achieved, reduces the number of rounds according to the clumsy formula of:
90 + [(# of rounds of stun)^2 x 10] this translates as:
100 achieved - reduce stun by 1 round
130 achieved - reduce stun by 2 rounds
180 achieved - reduce stun by 3 rounds
250 achieved - reduce stun by 4 rounds
etcetera
Something like this makes more sense to me - the stun RR process seems a bit all-or-nothing plus by fiddling the numbers, lower level fighters are not doomed with a simple stun 1 round result, yet higher level fighters cant just plough through taking almost critical wounds without blinking.
Has there been any talk about this previously?
Cheers