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General Tabletop Discussion
*Pathfinder & Starfinder
Should fatigue work better on an encounter basis or daily basis?
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<blockquote data-quote="Ainamacar" data-source="post: 6104782" data-attributes="member: 70709"><p>The usage that seems most natural to me is a resource that refreshes every encounter, but the degree to which it refreshes can be indicative of "daily" abilities. In the context of the OP, after one runs a marathon one's burstiness in a later encounter is reduced compared to the start of the day, but still present. When resources are spent from a pool of fixed size essentially the size of the pool decreases from longer-term stresses. When resources are accumulated in an open-ended fashion it instead refreshes to some minimum size besides 0. I've <a href="http://www.enworld.org/forum/showthread.php?317779-Hitpoint-proposal-very-long" target="_blank">explored</a> this idea for hit points as well, where essentially "max hp" changes during the day, but after each encounter hp is restored to whatever the new max is.</p><p></p><p>Of course, I'm a fan of requiring tradeoffs when elements are closely related, and I know some people dislike that very much. There are also implications for going nova, 15 minute adventuring day, etc. That's a whole different discussion, though.</p><p></p><p>I'm neutral on whether physical and mental fatigue should be the same. I think it depends not only on what is being tracked, but also on the tenor of the game. My own experience is that thinking deeply is pretty much always difficult when physically tired, but one can be mentally fatigued yet feel recharged by light exercise. (Although that may be "daily" fatigue in the former case and "encounter" fatigue in the latter, in which case the example may not be valid for a strict mental vs. physical comparison.) That apparent lack of symmetry suggests neither the unified or independent abstractions do that great a job, in which case the simpler abstraction may be the better one unless splitting them supports some compelling possibilities, for various values of "compelling."</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 6104782, member: 70709"] The usage that seems most natural to me is a resource that refreshes every encounter, but the degree to which it refreshes can be indicative of "daily" abilities. In the context of the OP, after one runs a marathon one's burstiness in a later encounter is reduced compared to the start of the day, but still present. When resources are spent from a pool of fixed size essentially the size of the pool decreases from longer-term stresses. When resources are accumulated in an open-ended fashion it instead refreshes to some minimum size besides 0. I've [URL="http://www.enworld.org/forum/showthread.php?317779-Hitpoint-proposal-very-long"]explored[/URL] this idea for hit points as well, where essentially "max hp" changes during the day, but after each encounter hp is restored to whatever the new max is. Of course, I'm a fan of requiring tradeoffs when elements are closely related, and I know some people dislike that very much. There are also implications for going nova, 15 minute adventuring day, etc. That's a whole different discussion, though. I'm neutral on whether physical and mental fatigue should be the same. I think it depends not only on what is being tracked, but also on the tenor of the game. My own experience is that thinking deeply is pretty much always difficult when physically tired, but one can be mentally fatigued yet feel recharged by light exercise. (Although that may be "daily" fatigue in the former case and "encounter" fatigue in the latter, in which case the example may not be valid for a strict mental vs. physical comparison.) That apparent lack of symmetry suggests neither the unified or independent abstractions do that great a job, in which case the simpler abstraction may be the better one unless splitting them supports some compelling possibilities, for various values of "compelling." [/QUOTE]
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Should fatigue work better on an encounter basis or daily basis?
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