So… I’ve played lots of different games over the last 20 years, including one for more than ten years that was so complex you needed a character sheet that the refs had to update between fights to keep track of 12 locations, (head, neck, upper arm, lower leg etc.). After each fight you had to “Time Out” to work out what had happened. Every location had 4 different armour values, depending on if you we’re hit by a physical weapon a projectile weapon, a magical weapon or a spiritual weapon (don’t ask what used to happen if it was a magical arrow!)
We’d often have to stop the fight before it got started so everyone could use their super powers to analyze what the monsters could do. Sometimes we’d have to stop half way through a fight if players thought the crew couldn’t hear their calls, Magical Silver Triple!, Magical Silver Triple!
So for obvious reasons I moved to more immersive games…
If you want different levels of damage, how about making bigger weapons do more. Maybe 2H Weapons, 2 Points of damage, once everyone gets used to 2H weapon doing 2 hits job done. I know occasionally people will forget, especially if your hitting them in the back but I think the immersive payoff is worth it in the long run.
St. Wolfgangs has calls and gets away with it by making them part of a holy rhetoric, Holy Blow/God’s Fury (Double/Quad) it’s about all you need. A great game I went to had a few extra calls. For example the monsters could strike people down, and would convey this in-character, “Ha weakling feel my fury as I smash you into the ground (Thud!)”. It’s so much better than Double Strikedown!, chanted like a mantra with each blow.
Here’s my take on it all, I want games that are immersive as possible… So the games I prefer are those with the least calls. I’ve been to a couple of events where members of the public have wandered by and asked where are the cameras?