Revision Spotlight: Two spells...


log in or register to remove this ad


Short version:

Fatigued: -2 to Str and Dex for an eight hour period, can't run or charge, recover after 1 hour of rest. Performing anything that causes fatigue while fatigue makes you exhausted.

Exhaustion: -6 to Str and Dex, movement is halved; 1 hour's rest brings you to fatigued.

Under discussion in the "Casters Nerfed" thread.
 

From the SRD:

-Exhausted-
Characters who are exhausted move at half normal speed and suffer an effective penalty of -6 to Strength and Dexterity. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. After 1 hour of complete rest, exhausted characters become fatigued.

-Fatigued-
Characters who are fatigued cannot run or charge and suffer an effective penalty of -2 to Strength and Dexterity. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Edit: Olgar reached the finish line first....:p
 
Last edited:


Ah, so the spells are instantaneous, while the conditions have inherent durations. Interesting! I'll have to try these out...
 


EricNoah said:
Ah, so the spells are instantaneous, while the conditions have inherent durations.
The conditions don't have duration per se. You could be fatigued theoretically forever, if you never get a chance to take 8 hours of complete rest. (Maybe you're beseiged in a castle, and need to get up every few hours to help defend the walls.) It's an interesting concept, I agree.

Do we already have spells that will remove fatigue? If not, I sure hope they add some.
 
Last edited:

As to adding "remove fatigue" to the game:

Not specifically, but many of the omnibus "fix-me-up" spells have been expanded in scope to cover more of the conditions that characters can find themselves suffering, while staying true to their thematic roots.

Heal, for instance, fixes exhaustion and fatigue (among a laundry-list of other conditions).

Lesser restoration now eliminates fatigue, and restoration/greater restoration eliminate fatigue and exhaustion.

In general, we took the approach that it's preferable to avoid adding a whole bunch of specific fixes (since characters would rarely know in advance which ones to prep).

Imagine if 3.5 added these spells to the game:
remove daze
remove dazzle
remove entanglement
remove exhaustion
remove fascination
remove fatigue
remove nausea
remove sickness
remove stun

That's pretty ugly for the cleric, I'd say.
Andy Collins
Senior Designer
Wizards of the Coast Roleplaying R&D
 
Last edited:

A quick slow followed by waves of exhaustion would be a great combo. Most people under the effects of both can move 15 feet per round, maximum.
 

Remove ads

Top