I've played many campaigns where the participants didn't know, or care to know, about the following passage from p.38 of the AD&D DMG:
I've played in other campaigns where the rule was known but found too difficult for record-keeping in practice. Fatigue points were also suggested and rejected as too complicated.
So all these years, the usual situation has been that the fighters (and other melee combatants) got to hack and slash for sixteen hours a day without stopping for so much as a drink of water, and the magic-users followed them around, usually throwing darts or daggers, since they had run out of spells long ago.
But the original game, as written, actually decreed that fighters *did* get fatigued from all that sword-swinging. Possibly one day I'll write a computer program to do the book-keeping for me so that I can actually use this rule as it was intended to be used.
The DM must also know how long it has been
since the last time the party took a rest. A party should be required to rest
at least one turn in six (remember, the average party packs a lot of
equipment), and in addition, they should rest a turn after every time they
engage in combat or any other strenuous activities.
I've played in other campaigns where the rule was known but found too difficult for record-keeping in practice. Fatigue points were also suggested and rejected as too complicated.
So all these years, the usual situation has been that the fighters (and other melee combatants) got to hack and slash for sixteen hours a day without stopping for so much as a drink of water, and the magic-users followed them around, usually throwing darts or daggers, since they had run out of spells long ago.
But the original game, as written, actually decreed that fighters *did* get fatigued from all that sword-swinging. Possibly one day I'll write a computer program to do the book-keeping for me so that I can actually use this rule as it was intended to be used.