Effort or Activity Levels

Notmousse said:
That system means that it'll take a whole lot longer for someone to get back to a normally rested state than normal. It takes 36 hours and 10 minutes to go from drained to normal if my math's right, and that's just loony. It takes less time to recover from 12 points of ability damage spread evenly across your stats than to recover from a heroic effort.

I'd used the 'winded' version from the core rules (mentioned when talking about overland travel IIRC) which boils down to you can't charge or run, and need a minute to catch your breath.

Drained condition would be something left to the situations where you push yourself to the edge for extended periods of time and have little rest. An in game example might be a character fighting a battle in a war which rages for two or three solid days, where your sleep is in short sporadic chunks between waves of attackers and you manage very little real rest. After that, I expect people to rest for at least a day or two before trying anything like it again.

When I'm utterly exhausted from two or three days of intense physical activity (12-16hrs) and little sleep (3-5 hrs a night), I usually end up taking a day and a half at the least to fully recover. It's not that uncommon when you actually push yourself to your limits.
 

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Notmousse said:
Well, there is one requirement if you actually want to *use* the feat.

I don't think Rage is much of a prereq here.

Notmousse said:
Well it does have the whole, 'must be able to rage' bit, but I suppose a +6 is a wee much. I was initially thinking +4, but then the Complete series popped into my head and I jabbed the 6 key instead.

The closest thing I could think of here is Improved(greater? dunno books aren't with me) favored enemy. Which grants way fewer bonus's at a higher restriction with a higher requirement.

Notmousse said:
For the most part the HP are useless as they go away very quickly, and you do die at -10 no matter what. So these 'hypothetical HP' are avoided like the plague IME, only brought up when a Power Word spell of Harm comes into play.

The speed at which they go away would be exactly why it would be so useful to have more.

Notmousse said:
'This feat only grants you an additional +1 to hit and damage and an additional 1 hp per level for the duration, it also almost doubles the duration of your rage.'

Which is fairly useless is most combats. If combat lasts over two minutes you'd best think about running if any of your party is left alive.

I've been in many combats that lasted longer simply because of the area the combat was held in. Strange Terain and the like. The party wasn't in any particular risk for death, but it didn't stop the combat from going on a bit.

Also I would assume that such things would be saved for Important fights so as to not be stuck with the penalty the rest of the day. So in realtity the penalty is negligable unless there is a time limit (IE return Return the artifact to soandso before the second seting of the sun) But then you have magic that can still make the penalty essentially nothing.
 

Ferrix said:
Drained condition would be something left to the situations where you push yourself to the edge for extended periods of time and have little rest.

I understand (and to a lesser extent agree with) your idea, but it's just too punishing for putting forth a heroic effort, which in the normal DnD campaign should be expected since you're heroes.

'After that, I expect people to rest for at least a day or two before trying anything like it again.'

But when you can heal 18 points of ability damage (evenly spread) in the same time it takes you to 'catch your breath' it seems a bit rediculous. Furthermore, I believe that in your system it takes even longer for someone to recover from Exhausted than in the RAW. And ultimately it's a bit funny to say you feel 'winded' after resting a day and a half.
 

Lokar said:
I don't think Rage is much of a prereq here.

No more than spellcasting ability for those metamagic feats, but you don't see many non-spellcasters using them now do you?

'The closest thing I could think of here is Improved(greater? dunno books aren't with me) favored enemy. Which grants way fewer bonus's at a higher restriction with a higher requirement.'

But are constant, not the 7-10 rounds (9-12 if using my revised feat) you're looking at from a first level barbarian.

'The speed at which they go away would be exactly why it would be so useful to have more.'

But it supercedes the need of the Extended Rage feat which is a flat 5 extra rounds. Quite easy to call your version was munchkin as mine at that point.

'I've been in many combats that lasted longer simply because of the area the combat was held in. Strange Terain and the like. The party wasn't in any particular risk for death, but it didn't stop the combat from going on a bit.'

If they're not at any particular risk of death then why bother raging at all? You get a boost to combat for a few rounds, and then have to drag your fet through the rest of it gimped.

'Also I would assume that such things would be saved for Important fights so as to not be stuck with the penalty the rest of the day.'

Or have a magic user waste a spell for him. Which is what I envision, making it more tactical than first imagined, much like the Warforged with their resistance to healing magic.
 

Notmousse said:
No more than spellcasting ability for those metamagic feats, but you don't see many non-spellcasters using them now do you?

'The closest thing I could think of here is Improved(greater? dunno books aren't with me) favored enemy. Which grants way fewer bonus's at a higher restriction with a higher requirement.'

But are constant, not the 7-10 rounds (9-12 if using my revised feat) you're looking at from a first level barbarian.

'The speed at which they go away would be exactly why it would be so useful to have more.'

But it supercedes the need of the Extended Rage feat which is a flat 5 extra rounds. Quite easy to call your version was munchkin as mine at that point.

'I've been in many combats that lasted longer simply because of the area the combat was held in. Strange Terain and the like. The party wasn't in any particular risk for death, but it didn't stop the combat from going on a bit.'

If they're not at any particular risk of death then why bother raging at all? You get a boost to combat for a few rounds, and then have to drag your fet through the rest of it gimped.

'Also I would assume that such things would be saved for Important fights so as to not be stuck with the penalty the rest of the day.'

Or have a magic user waste a spell for him. Which is what I envision, making it more tactical than first imagined, much like the Warforged with their resistance to healing magic.


Firstly I'll address the issue of my proposed feats being munchkinized due to duration. This feat has a very high level prereq simply because of the class abilities required. It gives you only an additional +1 to hit and +1 to damage as well as +1hp per level for the newly modified duration. Extended rage can be taken much earlier on and could probably stack with this feat without to many problems with ballance. This feat also doesn't allow for 2d6+9 damage at first level which is pretty high (this assumes 18 strength, with 16 it's still 2d6+8 which is still high).

Also I would argue that the limited duration is superior to the limited targets the ranger has. sur the ranger get his bonus constantly, but what happens then his favored enemy the ogre drops and he still has an ogre magi or two to deal with? The barbarian drops one and moves onto the next. The ranger while still capable of moving on loses the bonus of the feat he invested in.

Now don't get me wrong, I like the idea of the feat, for flavor alone it sounds great.I just think it needs to be lowered a bit on the power level or given some hefty pre reqs.
 

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