Sounds like this would add a lot of complexity to the system, which OL tries to largely not have when possible.
That is already how the bane is suppose to be implemented. Unconcious is more of a “status” in this case.
Examples of possible causes of this bane include a martial artist’s paralyzing strike, an enchanter’s magical song of sleep, paralysis by poison, fainting from extreme heat, suffocation, and the gaze of a medusa.
You add the flavor, such as a fisherman’s net, that results in the effect. The person is so wrapped up in the netting they can’t move to avoid finishing blows. However, with your description, it sounds more like Immobile than it does Incapacitated.
This is only true if you the GM choose to make it true. In all the games I’ve played in, and GM’d in, large explosions on Boons and Banes do things. Like VanGo already mentioned, this isn’t as codified as damaging attacks b/c it relies greatly on the situation, narrative of the moment, and how the world works in addition to the character background and way they are doing the bane of boon.
However, from a balance perspective, the exceptional success should be higher for both of these things. It is far easier to do boons and banes than to hit with a damaging attack.
- Damaging attacks and Banes both target the Defense of the target, no a CR based on your skill with the attribute
- Banes are more powerful in this regard, b/c all you have to do is meet the target’s defense and you auto inflict at the highest PL of the bane. Whereas with damage, it starts at 3 and then scales up based only on the roll.
- Boons are easier to invoke b/c it is based on the score you have in the attribute and you already have a higher than 50% chance to get the highest PL. Plus the various feats which allow auto success.
- In addition, having effects for exceptional success for boons can easily take away from players who go the route of Boon Focus
For this reason, in my games, if you get 15+ on Bane attacks, and generally 20+ on Boon invocations (again, depends on the specific boon/bane and the situation of the game), then I allow exceptional results. For a Heal boon, it might jump and hit an additional target. For Banes, usually adding potent, or depending on how it was inflicted, possibly damage as well (though rarely), sometimes even jumping and having it hit more than 1 target, or causing demoralized on the targets that see it happen. Something different makes sense for each bane and boon, and even for each bane and boon something else might make sense for the given narrative of battle or scene.
Overall, doing a system like you are describing doesn’t sound like it would be balanced. It sounds like it would add a lot more power to a single action, as well as complexity that could easily slow the game down.