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<blockquote data-quote="The Levitator" data-source="post: 3343857" data-attributes="member: 40099"><p>That's actually a really cool way of thinking of it! I actually like the fact that it affects melee combatants more, as it might encourage more strategy with ranged weapons and spells. My group is pretty tactical, but they still tend to jump into melee pretty quickly. It also makes toe-2-toe fighting more dangerous than sitting back and firing arrows. And honestly, the only reason I have 3 levels of fatigue (it's not 4 actually, there's light, moderate and heavy battle fatigue) is that it was very easy to script into DM Genie and since it handles it automatically, it's no extra work for me in-game. In fact, DM Genie even places the current fatigue of the character right in their condition notes and automatically adjusts their STR and DEX when they take the appropriate amount of damage.</p><p></p><p>I totally understand the thinking of having the fatigue kick in after the battle rather than during. My thinking was even though the adrenaline is pumping during combat, wounds and combat still affect your ability to fight at your peak level. I can only compare this to kickboxing, as I use to fight as an amateur many moons ago. But I know that in that arena, fatigue kicks in pretty quick (sorry about the bad pun). And even though you are in the moment and feeling like you are fighting well, watching videos of myself showed a definite slowing in speed and less exact technique at the end of rounds compared to the start of them. Taking all of those shots also takes a lot of wind out of you and forces you to breathe differently, which also contributes to slower movement and reactions.</p><p></p><p>I am going to put a little more thought into how the characters are affected after combat though. Thanks for the input! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="The Levitator, post: 3343857, member: 40099"] That's actually a really cool way of thinking of it! I actually like the fact that it affects melee combatants more, as it might encourage more strategy with ranged weapons and spells. My group is pretty tactical, but they still tend to jump into melee pretty quickly. It also makes toe-2-toe fighting more dangerous than sitting back and firing arrows. And honestly, the only reason I have 3 levels of fatigue (it's not 4 actually, there's light, moderate and heavy battle fatigue) is that it was very easy to script into DM Genie and since it handles it automatically, it's no extra work for me in-game. In fact, DM Genie even places the current fatigue of the character right in their condition notes and automatically adjusts their STR and DEX when they take the appropriate amount of damage. I totally understand the thinking of having the fatigue kick in after the battle rather than during. My thinking was even though the adrenaline is pumping during combat, wounds and combat still affect your ability to fight at your peak level. I can only compare this to kickboxing, as I use to fight as an amateur many moons ago. But I know that in that arena, fatigue kicks in pretty quick (sorry about the bad pun). And even though you are in the moment and feeling like you are fighting well, watching videos of myself showed a definite slowing in speed and less exact technique at the end of rounds compared to the start of them. Taking all of those shots also takes a lot of wind out of you and forces you to breathe differently, which also contributes to slower movement and reactions. I am going to put a little more thought into how the characters are affected after combat though. Thanks for the input! :D [/QUOTE]
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