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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: 5025161" data-attributes="member: 7145"><p>hmm...</p><p></p><p>1 - I do not think this is an issue but the reason I created this system. I wanted combat to be more like in older editions of the game, where the PCs sometimes retreat because some combat went really bad. Also, remember that these effects are not common at all: 1 of these would effect the group as a whole (0.2 per character) after an average combat.</p><p></p><p>2 - Yeah, I am not that happy with this one either. Maybe I will just use it as a skill challenge effect.</p><p></p><p>3 - It means, go to an armorsmith in town. We also use sever skills used together to model crafting in a skill challenge. (exp: Metal Weapons/Armor: Dungeoneering, Athletics, Endurance)</p><p></p><p>4 - With the make whole ritual (and crafting) available, this is a non issue. Of course, if you go into combat using a corroded weapon without back up, it might end really bad but you knwe the risk.</p><p></p><p>5 - Twitches is to powerful, I see that. I forgot to update here, but I switched exhaustion back to the usual lost skill challenge effect of removing surges per day. A character with 4 injuries is not able to act, but to get to that point he must have really had some bad luck many combats in a row (He can never get more than one effect of a kind per combat). </p><p>The group really should take some time and rest in that situation.</p><p></p><p></p><p>I know these houserules are not along some of the basic guidelines the designers seemed to use for 4e, but in our game limited randomness and sometimes harsh situations allways seems to create fun sessions.</p></blockquote><p></p>
[QUOTE="Obergnom, post: 5025161, member: 7145"] hmm... 1 - I do not think this is an issue but the reason I created this system. I wanted combat to be more like in older editions of the game, where the PCs sometimes retreat because some combat went really bad. Also, remember that these effects are not common at all: 1 of these would effect the group as a whole (0.2 per character) after an average combat. 2 - Yeah, I am not that happy with this one either. Maybe I will just use it as a skill challenge effect. 3 - It means, go to an armorsmith in town. We also use sever skills used together to model crafting in a skill challenge. (exp: Metal Weapons/Armor: Dungeoneering, Athletics, Endurance) 4 - With the make whole ritual (and crafting) available, this is a non issue. Of course, if you go into combat using a corroded weapon without back up, it might end really bad but you knwe the risk. 5 - Twitches is to powerful, I see that. I forgot to update here, but I switched exhaustion back to the usual lost skill challenge effect of removing surges per day. A character with 4 injuries is not able to act, but to get to that point he must have really had some bad luck many combats in a row (He can never get more than one effect of a kind per combat). The group really should take some time and rest in that situation. I know these houserules are not along some of the basic guidelines the designers seemed to use for 4e, but in our game limited randomness and sometimes harsh situations allways seems to create fun sessions. [/QUOTE]
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Community
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Fatigue Effects - long term effects of random encounters and traveling
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