Playing around at adding fatigue effects to an alternative combat system I'm working on (one that completely disposes of "hit points"). It struck me. I've seen it over and over in dojos and in salles, it is not necessarily the fittest who avoid fatigue but the most highly skilled. Masters learn to conserve their energy and to improve their economy of motion. Thus, I considered the following:
Whenever an attack roll exceeds Basic Attack Bonus + X (X being a number I haven't decided upon), then a character suffers a penalty of -Y due to fatigue, each penalty being cumulative until the character rests.
Now, this is fairly elegant. A single roll takes care of both attack or and fatigue and the greater the BAB, the lower the chance of fatigue setting in. However, it's also a Murphy!
Since, in d20, high rolls are "good", that means that, if your rolling stinks on ice, you'll never get fatigued.
So, which is worse, introducing a Murphy up front and admitting that yes, it's a bit silly in implementation or throwing YASDR (yet another steeenkeeeng die roll) into the game?
Whenever an attack roll exceeds Basic Attack Bonus + X (X being a number I haven't decided upon), then a character suffers a penalty of -Y due to fatigue, each penalty being cumulative until the character rests.
Now, this is fairly elegant. A single roll takes care of both attack or and fatigue and the greater the BAB, the lower the chance of fatigue setting in. However, it's also a Murphy!
Since, in d20, high rolls are "good", that means that, if your rolling stinks on ice, you'll never get fatigued.
So, which is worse, introducing a Murphy up front and admitting that yes, it's a bit silly in implementation or throwing YASDR (yet another steeenkeeeng die roll) into the game?