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*Dungeons & Dragons
Variant Spell Point System: 2nd Edition (expanded) basis
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<blockquote data-quote="Pall Bearer" data-source="post: 868745" data-attributes="member: 11491"><p>and yet more FAQ: This set more geared towards expanding the entire alternate Fatigue system so that it more reflects the whole and not just magi.</p><p></p><p>____________________________________________________</p><p></p><p>Hi Deadinwater, </p><p></p><p>You're quite welcome. We don't use much of the stuff from the Combat and Tactics rules though, and I'm afraid that what I've presented is more of a crossbreed thing again. The Combat and Tactics fatigue system is really very different. </p><p></p><p>We use the Fatigue ideals from the Spells and Magic book as a basis but our system for combat, for instance, is really somehwhat other. Each person has a fatigue rating that is affected most heavily by their class but that is modified by their Fitness and Will Power. </p><p></p><p>A person in combat uses a variable amount of energy according to several factors: class being foremost: </p><p></p><p>A fighter is fatigued by one level (from none to light to moderate to heavy to severe) for every X# of attack actions he/she takes. This number is equal to level+Endurance+exceptional Fitness bonus or penalty+exceptional Will Power bonus or penalty. So, if we have a 8th level fighter with an Endurance of 5, a Fitness of 17 and a Will Power of 12, he/she has a total of 16 melee attack actions (each attack in a round counts seperately of course for those with multiple attacks). Missile attacks use only one half the fatigue. </p><p></p><p>A Priest or Rogue class character has the same except that for them they must half their level when figuring number of allowable actions before going up one fatigue category. </p><p></p><p>For Mages class Characters it is the same except that they use only 1/5 of their class levels (rounded down) into the mix. </p><p></p><p>We also have additional manners in which to become fatigued of course. Climbing is very fatiguing (less so to Rogues with the Climb Walls skill and anyone with Mountaineer nwp) as are forced marches or going without sleep, for instance. Too, heavy fatigue can not be lessened except by complete rest and severe fatigue cannot be lessened except by sleep (or meditation). It keeps the PC's from bouncing from one fight to the next, never resting, never considering all those tactical things that we try to simulate with our campaign. It also means that the PC's are less likely to want to just fight, fight, fight, fight, fight. They start quickly looking for more intelligent ways to solve their problems than on the tips of their swords. </p><p></p><p></p><p>Pall Bearer </p><p>_________________</p></blockquote><p></p>
[QUOTE="Pall Bearer, post: 868745, member: 11491"] and yet more FAQ: This set more geared towards expanding the entire alternate Fatigue system so that it more reflects the whole and not just magi. ____________________________________________________ Hi Deadinwater, You're quite welcome. We don't use much of the stuff from the Combat and Tactics rules though, and I'm afraid that what I've presented is more of a crossbreed thing again. The Combat and Tactics fatigue system is really very different. We use the Fatigue ideals from the Spells and Magic book as a basis but our system for combat, for instance, is really somehwhat other. Each person has a fatigue rating that is affected most heavily by their class but that is modified by their Fitness and Will Power. A person in combat uses a variable amount of energy according to several factors: class being foremost: A fighter is fatigued by one level (from none to light to moderate to heavy to severe) for every X# of attack actions he/she takes. This number is equal to level+Endurance+exceptional Fitness bonus or penalty+exceptional Will Power bonus or penalty. So, if we have a 8th level fighter with an Endurance of 5, a Fitness of 17 and a Will Power of 12, he/she has a total of 16 melee attack actions (each attack in a round counts seperately of course for those with multiple attacks). Missile attacks use only one half the fatigue. A Priest or Rogue class character has the same except that for them they must half their level when figuring number of allowable actions before going up one fatigue category. For Mages class Characters it is the same except that they use only 1/5 of their class levels (rounded down) into the mix. We also have additional manners in which to become fatigued of course. Climbing is very fatiguing (less so to Rogues with the Climb Walls skill and anyone with Mountaineer nwp) as are forced marches or going without sleep, for instance. Too, heavy fatigue can not be lessened except by complete rest and severe fatigue cannot be lessened except by sleep (or meditation). It keeps the PC's from bouncing from one fight to the next, never resting, never considering all those tactical things that we try to simulate with our campaign. It also means that the PC's are less likely to want to just fight, fight, fight, fight, fight. They start quickly looking for more intelligent ways to solve their problems than on the tips of their swords. Pall Bearer _________________ [/QUOTE]
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