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<blockquote data-quote="Zustiur" data-source="post: 6042180" data-attributes="member: 1544"><p>Just thinking aloud here...</p><p>What if we included fatigue points as a new resource? Each character had say 25 fatigue per day. Each combat uses up 3 points. Each skill use takes up 1 or more points. Skills like climb typically using more than pick lock. </p><p></p><p>Each hour of adventuring beyond 8 hours costs a fatigue point. </p><p></p><p>Throw in class based or feat based limited use bonuses, and penalties to you're fatigue total based on encumbrance. Throw in spells and other abilities that affect fatigue directly. </p><p></p><p>At the end of the day the number of FP you have left affects how much over night healing and spell recovery toy get. A night's rest only restores 20 FP. At 0 FP you are heavily fatigued and can only walk a short distance at a time, effectively reducing your over land speed to 1/4.</p><p></p><p>And so on. Numbers to be tweaked by play testing. Maybe include a way to trade HP for FP. </p><p></p><p>That gives us several resources which don't directly impact on existing resources until you're heavily fatigued. Providing something to work with that doesn't have to be used by all groups. It puts limits on how many times you can try skills without being as blunt as SC. It means that making a single check actually has some impact on the game by costing a resource. This in turn may encourage groups to share the workload internally. </p><p></p><p>Thoughts? </p><p></p><p>Sent via Tapatalk 2</p></blockquote><p></p>
[QUOTE="Zustiur, post: 6042180, member: 1544"] Just thinking aloud here... What if we included fatigue points as a new resource? Each character had say 25 fatigue per day. Each combat uses up 3 points. Each skill use takes up 1 or more points. Skills like climb typically using more than pick lock. Each hour of adventuring beyond 8 hours costs a fatigue point. Throw in class based or feat based limited use bonuses, and penalties to you're fatigue total based on encumbrance. Throw in spells and other abilities that affect fatigue directly. At the end of the day the number of FP you have left affects how much over night healing and spell recovery toy get. A night's rest only restores 20 FP. At 0 FP you are heavily fatigued and can only walk a short distance at a time, effectively reducing your over land speed to 1/4. And so on. Numbers to be tweaked by play testing. Maybe include a way to trade HP for FP. That gives us several resources which don't directly impact on existing resources until you're heavily fatigued. Providing something to work with that doesn't have to be used by all groups. It puts limits on how many times you can try skills without being as blunt as SC. It means that making a single check actually has some impact on the game by costing a resource. This in turn may encourage groups to share the workload internally. Thoughts? Sent via Tapatalk 2 [/QUOTE]
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