Add the following new conditions;
Fatigued
• You take a -1 penalty to attack rolls.
• You take a -1 penalty to all defenses.
Empowered
• You get a +1 penalty to attack rolls.
• You get a +1 penalty to all defenses.
When to use Fatigued
Whenever an effect gives a single target a penalty to an attack roll, a damage roll, or a defense, and the effect does not last until the end of the encounter or remain while a certain game-state condition is met (such as bloodied) the target is fatigued for the same duration instead.
Whenever an effect gives a group a bonus to an attack roll, damage roll, or defense against a single target, and the effect does not last until the end of the encounter or remain while a certain game-state condition is met (such as bloodied) that target is fatigued for the same duration instead.
When to use Empowered
Whenever an effect gives a single target a bonus to an attack roll, a damage roll, or a defense, and the effect does not last until the end of the encounter or remain while a certain game-state condition is met (such as bloodied) the target is empowered for the same duration instead.
Whenever an effect gives a group a penalty to an attack roll, damage roll, or defense against a single target, and the effect does not last until the end of the encounter or remain while a certain game-state condition is met (such as bloodied) that target is empowered for the same duration instead.
Special
Second Wind remains as-is.
Design Notes[sblock]Goals;
• Remove any need to track small bonuses and penalties to attack rolls, damage rolls, and defenses.
This does that, and does it well. The only problem is with regards to damage bonuses and penalties, but a bonus to attack rolls is a bonus to damage in a sort of circuitous way, I guess. Additionally, this removes quite a bit of the granularity of the current system, but SOMETHING has to be sacrificed for this to work...
This is actually very similar to how I had the Condition Track set up; replace "fatigued" with "move one step down on the condition track" and "empowered" with "move one step up on the condition track", and you had it at its basic. The other rules that made it work were as follows;
• The condition track went from -5 up to +5, and started at zero. The bonus/penalty applied to the same things fatigued and empowered applied to - attack rolls and defenses.
• Duration wasn't tracked. Instead, at the end of your turn, your condition track would move one step closer to 0. Duration was instead determined by how big the bonus was, because bigger bonuses would take longer to 'decay' to 0. Save ends effects moved you up or down two steps; all other effects only moved you one.
• Finally, effects that granted a save could instead be used to move the target's condition track one step closer to 0.
In the end, though, fatigued/empowered seemed more robust.[/sblock]
Thoughts?