Funnily enough, this is exactly what I was imagining, down to the name. I was going to call it ‘Brutality’ but I realised that wasn’t a very descriptive thread title.
But in turn this leads to redundancy. Someone with upwards of 16 strength and decent lategame melee weapons can often pulp zombie just by virtue of overkill-level powerful attacks, whereas I’m aiming for something that can reflect that via skills rather than raw stats.
The best outcome would be a simultaneous martial art that just applies as well as anything you’re using, but that’s a) not programmed for and b) removes the appeal of the other arts somewhat.
But they’re not only better due to reduced tedium, but due to stamina cost and (most importantly during combat) time taken. It just so happens that later this also reduces tedium, but if fighting spitters or with necros around, an art that increases time per attack but allows instant-pulp/increased corpse damage (mangled corpses only take about a turn or two to pulp) would make the fight shorter, but arguably more difficult than the tried-and-true ‘put on superheavy armour and stopthrust everyone dead’.
I agree with your point, I’m just saying that pulping is a game mechanic important for non-tedium reasons too.
I was proposing to have this be at high-level melee to represent being good at zombie-killing in general.