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<blockquote data-quote="takyris" data-source="post: 1113332" data-attributes="member: 5171"><p>Plane Sailing, that's a great idea, and one that I've kicked around a few times. The question ir raises, though, is "What counts as a round of activity?"</p><p></p><p>If it's two people full-round-attacking each other toe-to-toe, that's easy. But what about someone who does one attack at the end of a move? Or someone who double-moves for that round? Would a double-move-only round reset the tired clock, or just count as 2 or 3 "minus" rounds, so that if you were at 8 rounds and would become fatigued at 10, you could double-move and be back to 5 or 6 rounds...</p><p></p><p>What about guns? Should someone be able to shoot indefinitely, or should there be an emotional/psychological fatigue factor that sets in, all that hand-eye stuff slowing them down? In real life, guns are a fair amount easier to use than melee weapons, so perhaps gun-users shouldn't suffer from fatigue at all unless they're running while shooting.</p><p></p><p>And what penalty would you use? Fatigue? Exhaustion? Fatigue seems pretty wimpy to me most of the time -- golly, not a -2 to Str and Dex! That's like a -1 to hit and to Defense! It does seem, flavorwise, to be the obvious choice, though -- and while I'd love to eventually see something like "only a move or an attack action per round" for a very tired person, I don't know that the game supports it mechanically right now.</p><p></p><p></p><p></p><p>Fundamentally, I agree with you -- but it does bear some more thought to make sure that it's balanced.</p></blockquote><p></p>
[QUOTE="takyris, post: 1113332, member: 5171"] Plane Sailing, that's a great idea, and one that I've kicked around a few times. The question ir raises, though, is "What counts as a round of activity?" If it's two people full-round-attacking each other toe-to-toe, that's easy. But what about someone who does one attack at the end of a move? Or someone who double-moves for that round? Would a double-move-only round reset the tired clock, or just count as 2 or 3 "minus" rounds, so that if you were at 8 rounds and would become fatigued at 10, you could double-move and be back to 5 or 6 rounds... What about guns? Should someone be able to shoot indefinitely, or should there be an emotional/psychological fatigue factor that sets in, all that hand-eye stuff slowing them down? In real life, guns are a fair amount easier to use than melee weapons, so perhaps gun-users shouldn't suffer from fatigue at all unless they're running while shooting. And what penalty would you use? Fatigue? Exhaustion? Fatigue seems pretty wimpy to me most of the time -- golly, not a -2 to Str and Dex! That's like a -1 to hit and to Defense! It does seem, flavorwise, to be the obvious choice, though -- and while I'd love to eventually see something like "only a move or an attack action per round" for a very tired person, I don't know that the game supports it mechanically right now. Fundamentally, I agree with you -- but it does bear some more thought to make sure that it's balanced. [/QUOTE]
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