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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fatigue Effects - long term effects of random encounters and traveling
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<blockquote data-quote="Obergnom" data-source="post: 5018941" data-attributes="member: 7145"><p>I was trying to find an effect for each damage type, but in the first version cold and fire, acid and poison, lightning and psychic shard one effect (reduced Defense). Acid would work as an AC reducer, too.</p><p></p><p>Actually, I'm rather unhappy with the acid effect, as it will prolong combats, something I was trying to avoid but I ran out of ideas.</p><p></p><p>I should have mentioned that I use a 3/4 monster hp rule, the 9 rounds limit for exhausting combats would translate to 12, I guess. It is only meant for truly long fights and exhausting travel.</p><p></p><p>Considering the criticals, Iwas assuming that combat last for 6 rounds on average, resulting in ca. 30 attacks and thus 1,5 natural 20s (I would apply effects to natural 20s only). As the effected characters receive a saving throw after the combat, you could expect them to carry 0,75 effects each combat (as a result of critical hits only). The non-Equipment effects provide the opportunity for a save after a long rest, reducing what they carry over into the next day further.</p><p></p><p>Some new ideas:</p><p></p><p>Alternative Exhaustion</p><p></p><p>Level 1: you cannot use Action Points</p><p>Level 2: you loose the abiliy to use your highest level daily attack power</p><p>Level 3: you loose the use of your second highest level daily attack power</p><p>Level 4: You can't use daily attack powers</p><p></p><p>Maybe only removing the level 1 exhaustion effect (loose minor action) and using the new one would create the best one...</p><p></p><p>Acid</p><p></p><p>I think acid should be an Equipment effect. Reducing attacks seemed simple, but is also quite boring. Acid should make your equipment less durable, less reliable.</p><p></p><p>If you deal damage with an attack using a corroded piece of equipment reroll all dice that show maximum damage. If you score a critical hit using a corroded weapon or implement, there is a chance it will break. Roll a d6, if the result is lower than the level of the corrosion effect, it breaks.</p><p></p><p>Edit: I changed exhausted and corrosion in the original post.</p></blockquote><p></p>
[QUOTE="Obergnom, post: 5018941, member: 7145"] I was trying to find an effect for each damage type, but in the first version cold and fire, acid and poison, lightning and psychic shard one effect (reduced Defense). Acid would work as an AC reducer, too. Actually, I'm rather unhappy with the acid effect, as it will prolong combats, something I was trying to avoid but I ran out of ideas. I should have mentioned that I use a 3/4 monster hp rule, the 9 rounds limit for exhausting combats would translate to 12, I guess. It is only meant for truly long fights and exhausting travel. Considering the criticals, Iwas assuming that combat last for 6 rounds on average, resulting in ca. 30 attacks and thus 1,5 natural 20s (I would apply effects to natural 20s only). As the effected characters receive a saving throw after the combat, you could expect them to carry 0,75 effects each combat (as a result of critical hits only). The non-Equipment effects provide the opportunity for a save after a long rest, reducing what they carry over into the next day further. Some new ideas: Alternative Exhaustion Level 1: you cannot use Action Points Level 2: you loose the abiliy to use your highest level daily attack power Level 3: you loose the use of your second highest level daily attack power Level 4: You can't use daily attack powers Maybe only removing the level 1 exhaustion effect (loose minor action) and using the new one would create the best one... Acid I think acid should be an Equipment effect. Reducing attacks seemed simple, but is also quite boring. Acid should make your equipment less durable, less reliable. If you deal damage with an attack using a corroded piece of equipment reroll all dice that show maximum damage. If you score a critical hit using a corroded weapon or implement, there is a chance it will break. Roll a d6, if the result is lower than the level of the corrosion effect, it breaks. Edit: I changed exhausted and corrosion in the original post. [/QUOTE]
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Fatigue Effects - long term effects of random encounters and traveling
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