Vault Dweller said:
As for your question, it's up to you. We can certainly do both.
How simple is it to add relatively complex queries?
For example, taunts that rely on:
Enemy faction AND PC faction (if any).
Number of enemies.
Times PC has been knocked down in this fight.
Number of hits on PC vs number of hits on enemies.
Consecutive 0 damage hits on an enemy.
PC with melee weapon retreating.
Previously used taunts (allowing taunt "chains").
If possible, it'd be nice to put in as many situational taunts as possible - particularly for events that negatively affect the PC. Winning is its own reward, while losing could use spicing up. It will be less frustrating to get knocked down three times with an occasional "Hey fellas - he seems to like it down there.", or with a "Ooh - that tickles." for doing no damage.
Ideally, it'd be nice to be able to change the odds of taunts based on factors/events - that way it'll be less transparently mechanical to the player. For example, taunts for zero damage could become more likely after each zero-damage hit, and less likely after each damaging hit. It'd also be nice for identical taunts to be immediately repeated rarely, if ever, and for taunts of a given type to be less likely once one taunt of that type has been used.
We use the "<profession> hits you for <amount> points of damage..." template. It's possible, of course, to add some conditions to it and replace points with point if amount=1, but why bother?
If it's simple + easy to do, I'd slightly prefer it. I don't think it's important though: every player is going to have consciously realised it's a template - it's considerably less important than dialogue spelling errors.