12-18-2020, 10:01 PM | #1 |
Join Date: Oct 2020
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Fatigue for Heroes
I thought I saw a post about this earlier but I didn't see it when scrolling through the forum so here I am.
The rules state that anyone can gain fatigue by running too far too fast, by trying some great feat of strength, etc. But doesn't give exact rules (which I see as a good thing), so what are some ways you guys routinely hand out fatigue? I was thinking every minute of combat without break gives one fatigue. I was also thinking of putting in the house rule; You may move full MA and perform any action that restricts you to half MA by taking one fatigue. |
12-19-2020, 07:35 AM | #2 | |
Join Date: Jun 2008
Location: Boston area
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Re: Fatigue for Heroes
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In either case, it makes it difficult for missile weapons, who now are much more easily reachable. It also makes reaching the rear of an opponent and attacking a lot easier. |
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12-19-2020, 08:10 AM | #3 |
Join Date: Dec 2017
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Re: Fatigue for Heroes
I think specific and detailed rules for fatigue are among the most obvious way the game could be made more interesting and challenging for activities that fall under the general umbrella of 'hex crawling' or smaller-scale exploration, chases, etc. But i don't think they should be added to routine movements or actions in combat. It might be interesting to have a fatigue rule that kicks in during really extended duels (something that can't easily happen under standard Melee combat rules, but that might be possible with some optional rules, like that we've been told will appear in hexagram #6). But taking fatigue damage every time you use your full movement or charge attack feels to fiddly and punitive to me.
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12-19-2020, 09:55 AM | #4 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Fatigue for Heroes
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MA 6 - 3.3mph MA 8 - 4.4mph MA 10 - 5.5 mph MA 12 - 6.5 mph so the first is a brisk walking pace; the middle two are somewhere between a trot and a jog. The last is solidly in "jog" territory. It also includes implicitly the ability to start from zero speed, move hexes in five seconds, and stop. That's much slower than an all-out dedicated sprint. A real sprint might be fatiguing. Typical athletes seem to run closer to 15mph; elite ones 26mph to Usain Bolt's best-ever of about 28mph. 15mph is 22 feet per second, or "MA 17" 25 mph is a blazing "MA 29" Looks like with a bit of noodling, one might come to the conclusion that those with Running could sprint at 2x their MA in combat if they have already moved in the prior turn and maybe drop 1 FP. Even posit an Expert Runner who can sprint at 3x MA. One would have to have drawbacks. FP loss is one. Need to accelerate and DECELERATE from a sprint is another. Predictability of movement (bonuses to hit you b/c moving in a straight line) might be a third. But there's a LOT of room on the top end of human potential for faster combat move. At what cost in complexity is the question!
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12-19-2020, 11:00 AM | #6 |
Join Date: Dec 2017
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Re: Fatigue for Heroes
These sorts of rules could have a good place in a little module on chases and other tactical interactions at large scales (say, the labyrinth scale and above), but I doubt they could even come into play on the melee map scale, unless you have a truly enormous map laid out. Your suggested sprint rule would have a runner moving about 3 feet across the table in one turn (after having already moved a foot or so the turn before).
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12-19-2020, 12:21 PM | #7 |
Join Date: Oct 2015
Location: New England
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Re: Fatigue for Heroes
The proposed one fatigue per 12 turns combat doesn't take into account the very different kinds of actions figures might be engaged in; twelve turns of swinging a mace are going to be more taxing that twelve turns of stabbing with a rapier or loosing crossbow bolts.
As for running and accelerating/decelerating, I happily sacrifice realism for reasonable simplicity, and keeping track of movement from one turn to another is just detail more than I want in a game like this. Adding two MA for Running seems a reasonable abstraction of starting/stopping, though four might be more realistic, and I'd prefer it to be across all armor types rather than ending at leather. |
12-19-2020, 04:06 PM | #8 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Fatigue for Heroes
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12-20-2020, 03:15 PM | #9 | |
Join Date: Oct 2020
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Re: Fatigue for Heroes
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