I’m curious how peop[e have handled conditions.

I’m curious how peop[e have handled conditions.

I’m curious how peop[e have handled conditions. In my few games, It seems that I am usually struggling to assign particular conditions to characters and villians within the fiction. You can only say “you punch him through a wall and he gets angry” so many times before it begins to feel a little overdone.

I attempted an alternate take on condition, with a more dungeon-world/FATE feel, where the characters had a harm track and then took a condition to “overcome” the harm. The conditions were cumulative unless someone used the Comfort/support move (and allowed players to use it on themselves). We also used conditions such as blinded, electrocuted, stunned etc in order to reduce harm as well, allowing the player to take a -1 ongoing for each physical condition in lieu of being “knocked out”. Players became a little stronger at first, but it quickly became very interesting as our speedster got blinded, crashed into a building, and then got electrocuted.

I am open to other interpretations and/or better ideas on how to properly utilize conditions in game!