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<blockquote data-quote="Plane Sailing" data-source="post: 1113853" data-attributes="member: 114"><p>To my mind simple is good.</p><p></p><p>I'd count every melee round, everything that was being done (because even "standing still and watching" probably involves adrenaline, ducking, looking around etc. So it would only reset when the character specifically takes a "catch wind" action successfully.</p><p></p><p>I've only once had a D&D combat go on for more than 10 rounds (40 goblin barbarians attacking four 4th level heroes in a fortified church) so most of the time this rule simply wouldn't come into play.</p><p></p><p></p><p>To be honest, my first thought was exhaustion rather than the wimpy fatigue, because the -2/-2 doesn't seem like much, but I believe fatigued persons can't run either and that might make a difference. It could easily be a case of "exhausted" after the activity to make it a little more brutal, but the current suggestion would have an average joe getting fatigued after a minutes hard exercise with the adrenaline pumping, and exhausted after two minutes.</p><p></p><p>It would rely upon sensible players who could honestly track their own status; that wouldn't be a problem for my group but might prove a problem for others who need to lock down the group to stop cheating or something?</p><p></p><p>Naturally it would open the door to arguments about "realism" and people who could easily hold off a dozen mooks for 10 minutes without breaking a sweat <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I lean towards playability over realism (after all, I play D&D right <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p><p></p><p>BTW, the nearest thing I can think of to "only a move or attack action" is when you are disabled at 0hp, which I can't really use. I agree it would be nice though. It's pretty difficult to hit that magic 0 in order to get someone disabled but neither dying nor fully capable!</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 1113853, member: 114"] To my mind simple is good. I'd count every melee round, everything that was being done (because even "standing still and watching" probably involves adrenaline, ducking, looking around etc. So it would only reset when the character specifically takes a "catch wind" action successfully. I've only once had a D&D combat go on for more than 10 rounds (40 goblin barbarians attacking four 4th level heroes in a fortified church) so most of the time this rule simply wouldn't come into play. To be honest, my first thought was exhaustion rather than the wimpy fatigue, because the -2/-2 doesn't seem like much, but I believe fatigued persons can't run either and that might make a difference. It could easily be a case of "exhausted" after the activity to make it a little more brutal, but the current suggestion would have an average joe getting fatigued after a minutes hard exercise with the adrenaline pumping, and exhausted after two minutes. It would rely upon sensible players who could honestly track their own status; that wouldn't be a problem for my group but might prove a problem for others who need to lock down the group to stop cheating or something? Naturally it would open the door to arguments about "realism" and people who could easily hold off a dozen mooks for 10 minutes without breaking a sweat :) I lean towards playability over realism (after all, I play D&D right ;)) BTW, the nearest thing I can think of to "only a move or attack action" is when you are disabled at 0hp, which I can't really use. I agree it would be nice though. It's pretty difficult to hit that magic 0 in order to get someone disabled but neither dying nor fully capable! Cheers [/QUOTE]
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