Xeviat
Dungeon Mistress, she/her
Back in 3E, many conditions had progressions. Fatigue > Exhausted, Shaken > Frightened > Terrified, etc. I love the new Exhaustion rules, as scaling penalties are easy to apply.
But exhaustion only recovering 1 on a long rest makes it had to use. So, I started thinking about making a lesser form of exhaustion, which brings us back to Fatigue.
Fatigue is a mechanic that can be utilized for exploration activities. Fatigue applies the same penalties as exhaustion, but it recovers faster. Characters have a Fatigue track, 6 blank squares. When you suffer a point of Fatigue, you slash out a square. When you suffer Exhaustion, you X out a square. If you are at 6 fatigue and suffer another point of fatigue, turn one Slash into an X.
Fatigue recovers 1 per short rest, or fully on a long rest; exhaustion recovers 1 per long rest.
Things that will give fatigue are things like running for multiple rounds, forced marches, and incliment weather.
At the same time, I've been thinking that non-lethal damage could use a comeback. Non-lethal damage is tracked separately from HP, but if your non-lethal damage equals or exceeds your total HP you become fatigued and further non-lethal damage becomes lethal.
Nonlethal damage heals fully on a short rest. It also heals 1 for 1 when you receive HP healing.
Adding rules like this could allow for more robust exploration mechanics.
But exhaustion only recovering 1 on a long rest makes it had to use. So, I started thinking about making a lesser form of exhaustion, which brings us back to Fatigue.
Fatigue is a mechanic that can be utilized for exploration activities. Fatigue applies the same penalties as exhaustion, but it recovers faster. Characters have a Fatigue track, 6 blank squares. When you suffer a point of Fatigue, you slash out a square. When you suffer Exhaustion, you X out a square. If you are at 6 fatigue and suffer another point of fatigue, turn one Slash into an X.
Fatigue recovers 1 per short rest, or fully on a long rest; exhaustion recovers 1 per long rest.
Things that will give fatigue are things like running for multiple rounds, forced marches, and incliment weather.
At the same time, I've been thinking that non-lethal damage could use a comeback. Non-lethal damage is tracked separately from HP, but if your non-lethal damage equals or exceeds your total HP you become fatigued and further non-lethal damage becomes lethal.
Nonlethal damage heals fully on a short rest. It also heals 1 for 1 when you receive HP healing.
Adding rules like this could allow for more robust exploration mechanics.