There's quite a large difference between being dazed and being stunned. Even between being dazed and being staggered -- that's dazed, with the added restriction that 'you can only pick a minor or a move.' You might even say there's a huge difference.
A dazed enemy is somewhat constrained if not already conveniently positioned, but can usually still attack and thus reliably contribute to his allies' success. But a stunned or even a staggered enemy almost might as well not exist.
This is a problem for my Points of Light project, because each controller has a feature that upgrades certain conditions to more extreme conditions -- and a couple of them can upgrade dazed to staggered.
So here's an idea: instead of having multiple action-denial conditions, there's only one of them. Staggered, stunned, one of those two. Anyway, there's just the one, but there's always a certain 'probability of effect' associated with any given power that imposes the condition. Like a hit line might read "X damage, and the target is 50% stunned (save ends)." After being hit, the target starts each turn by rolling to see if it loses its actions that turn, and then ends each turn by rolling a save to end the condition as usual.
This allows more gradual transitions between 'different' conditions. I hate adding strange die rolls to combat, but I know that leaving dazed and staggered/stunned as they are now is going to create uncomfortable system mastery, and generate a bit of understandable annoyance in players. ("An at-will stagger attack? Suweeet!")
A dazed enemy is somewhat constrained if not already conveniently positioned, but can usually still attack and thus reliably contribute to his allies' success. But a stunned or even a staggered enemy almost might as well not exist.
This is a problem for my Points of Light project, because each controller has a feature that upgrades certain conditions to more extreme conditions -- and a couple of them can upgrade dazed to staggered.
So here's an idea: instead of having multiple action-denial conditions, there's only one of them. Staggered, stunned, one of those two. Anyway, there's just the one, but there's always a certain 'probability of effect' associated with any given power that imposes the condition. Like a hit line might read "X damage, and the target is 50% stunned (save ends)." After being hit, the target starts each turn by rolling to see if it loses its actions that turn, and then ends each turn by rolling a save to end the condition as usual.
This allows more gradual transitions between 'different' conditions. I hate adding strange die rolls to combat, but I know that leaving dazed and staggered/stunned as they are now is going to create uncomfortable system mastery, and generate a bit of understandable annoyance in players. ("An at-will stagger attack? Suweeet!")