This is house rule and very bad idea. Broken is already a bad state for everyone in party. Creating such house rule just to counter combat-monsters is dangerous for other party members- you create a deadly loop, where players getting up from Broken (via spells, talents, Healing, whatever) can't defend themselves with dodge or parry (because you force them to use Fast Action to pick their weapons up) and they go down again, and pattern repeat. And even if you do it, it's easy to counter by player- simple crafting for attaching two twines/ropes at the end if his weapons so that they bind his wrist all the time and he won't drop weapons. Such "Arms Race" between player and GM is useless and leads nowhere.Also, remember the orc will probably fall down and drop his weapon when he becomes broken. Next round he need to spend one action to get up and another one to get his weapon/draw new weapon. Being such a strong fighter most enemies might consider him their first choice for their next attack, thereby breaking him again. If this happens he will rapidly run out of WP and can't use his ability again.
Yes, that's what broken means, but show me where it says in rules that you need to spend action/fast action to stand up from broken? And as I pointed out- Unbreakable of orcs says precisely that you "get back on your feet immediately", so for Orcs is even more clear here. I understand what you want to say from "narrative perspective" but mechanics don't always go along and simulate all realistic states, because it's still a game and it needs to have a good and fair flow on mechanical aspect. So while I know you want to make Broken even more dramatic- your right at your table, the corebook mechanics already make it dramatic as much as needed without messing with mechanical aspect of the game. Mechanics will never reflect "realism" 100% in any game.If you are 'knocked senseless' and 'can only crawl' (strength), means that you are not standing up. The same can be said if you 'collapse from exhaustion' and 'can only crawl' (agility). You don't stand up if you collapsing and again here as well, if you can't walk, only crawl, you aren't standing up and if you aren't standing you are...
This is not a house rule, this is what being broken means.
Whether you drop your weapon or not is a GM's interpretation of the situation and as such can vary from one situation to the next, what critical injury the broken target got and what weapon he is holding. For me, in most situations if a character collapses for example, he is not doing so keep holding his spear.
Nope, it's the same for me but I don't punish players further with some additional difficulties and actions spending to stand up/pick up weapons, because I remember it's also a game, not a real life simulator. And as a game- it has rules to follow. But again- each to his own table. I just mentioned it for OP so he knows what is RAW and what is not. Every table can play as their agree upon.In my world when you are knocked senseless or has collapsed you are prone and can only crawl (because you are broken and can't stand up). Clearly in your world it doesn't mean the same thing.
Again, you and your players agreed on it - fine. That's your group decision. But again - it's not RAW. It's house rule. By punish I mean you added additional difficulties to broken state like picking weapons costing fast action. If punish was a wrong word, you can say "difficulties", "additional challenges" etc. That's what I meant. I don't care how other people play at their tables, but when we talk RAW- let's stick to RAW. When we talk how we interpret/house rule stuff- let's make it clear too. That's all.I don't punish my players, we as a playing group has always thought it is logical that you end up prone if you are knocked senseless or is collapsing and can only crawl. If someone that has collapsed would still be standing up (sounds so strange) wanted to move, he would have to change stance so he can crawl (you can't crawl while standing up).