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General Tabletop Discussion
*Dungeons & Dragons
Mechanic Pitch: Fatigue and Exhaustion
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<blockquote data-quote="Li Shenron" data-source="post: 9426094" data-attributes="member: 1465"><p>It's an interesting proposition.</p><p></p><p>What you suggest sounds like a short-term penalty for concentrated efforts. I think you should approach it from the game design point of view, not from the perspective of trying to model reality otherwise it probably ends up being just annoying rules. Also, from a 'realism' point of view, most combat encounters (unless trivial or particularly short) would reasonably cause fatigue... </p><p></p><p>You could list a number of concentrated efforts that cause fatigue, either automatically or on an extra check, such as a Constitution check. </p><p></p><p>Then the difficult point is, what is the cost to remove the fatigue level? Is a short rest really a cost? It essentially means <em>time, </em>and one hour of generic rest is only a cost if the DM is running a time-sensitive adventure or situation, otherwise I don't think most PC groups would have a second thought, they would just take a short rest immediately to help the affected PCs remove their fatigue level.</p><p></p><p>Exhaustion is poorly implemented in core, but at least when it's used as a cost (Barbarian's Frenzy IIRC) it means that basically you are more vulnerable/penaltied for the rest of the day unless someone spends a resource to remove your exhaustion level. There can always be some DM who have no problem letting the PCs take a long rest anytime, but at least it breaks suspension of disbelief more easily than taking more short rests.</p><p></p><p>So if you tie fatigue to short rests, you need to think how is it going to play out in practice, for the two main types of actions which will cause it: special abilities and concentrated efforts. </p><p></p><p>A PC might have a special ability which causes fatigue (as a balancing factor for the ability being really good): they will think whether a short rest will be easily available soon after the use. If the adventure is not time-sensitive, it almost always is. But if they use the ability in combat, then at least <em>until the end of the combat</em> they'll suffer the penalty. So this is your balancing factor: slap fatigue on special abilities that are good in combat, not out-of-combat where a short rest can be initiated immediately, and make sure the fatigue penalty affects combat.</p><p></p><p>For this reason, concentrated efforts like sprinting won't probably matter much, unless they are done as part of an attempt at avoiding a battle, so they can be used as a "do you want to try and avoid the battle at the risk of having to fight at a penalty if you fail to avoid it?" tactical option.</p><p></p><p>Pure exploration penalties will only increase the time by adding more short rests, so once again they will matter only in time-sensitive situations.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 9426094, member: 1465"] It's an interesting proposition. What you suggest sounds like a short-term penalty for concentrated efforts. I think you should approach it from the game design point of view, not from the perspective of trying to model reality otherwise it probably ends up being just annoying rules. Also, from a 'realism' point of view, most combat encounters (unless trivial or particularly short) would reasonably cause fatigue... You could list a number of concentrated efforts that cause fatigue, either automatically or on an extra check, such as a Constitution check. Then the difficult point is, what is the cost to remove the fatigue level? Is a short rest really a cost? It essentially means [I]time, [/I]and one hour of generic rest is only a cost if the DM is running a time-sensitive adventure or situation, otherwise I don't think most PC groups would have a second thought, they would just take a short rest immediately to help the affected PCs remove their fatigue level. Exhaustion is poorly implemented in core, but at least when it's used as a cost (Barbarian's Frenzy IIRC) it means that basically you are more vulnerable/penaltied for the rest of the day unless someone spends a resource to remove your exhaustion level. There can always be some DM who have no problem letting the PCs take a long rest anytime, but at least it breaks suspension of disbelief more easily than taking more short rests. So if you tie fatigue to short rests, you need to think how is it going to play out in practice, for the two main types of actions which will cause it: special abilities and concentrated efforts. A PC might have a special ability which causes fatigue (as a balancing factor for the ability being really good): they will think whether a short rest will be easily available soon after the use. If the adventure is not time-sensitive, it almost always is. But if they use the ability in combat, then at least [I]until the end of the combat[/I] they'll suffer the penalty. So this is your balancing factor: slap fatigue on special abilities that are good in combat, not out-of-combat where a short rest can be initiated immediately, and make sure the fatigue penalty affects combat. For this reason, concentrated efforts like sprinting won't probably matter much, unless they are done as part of an attempt at avoiding a battle, so they can be used as a "do you want to try and avoid the battle at the risk of having to fight at a penalty if you fail to avoid it?" tactical option. Pure exploration penalties will only increase the time by adding more short rests, so once again they will matter only in time-sensitive situations. [/QUOTE]
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Mechanic Pitch: Fatigue and Exhaustion
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