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Old 04-24-2018, 04:27 AM   #11
Otaku
 
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Default Re: [Basic] Advantage of the Week (#58): Fit, Very Fit

Edited the first post to include how Fit can be gained in-play through study (p. B294). That might be the best reason to not take Fit, assuming the campaign is likely to have time for your character to study/train at anything. While there are other traits that can be gained in this manner, Fit seems to be the most straightforward and budget conscious.

I remember taking Fit quite a bit, but that was under the 3e rules, where HT 11 through 13 was only 10/level but after that, the cost increased. As some have pointed out, buying actual levels of Health includes a bump in Speed. Anyone have time to run the numbers, and what DX/HT combinations result in even Speed scores? Even when just building characters for fun under the 4e rules, I find that I usually end up with DX/HT combinations that either
  • produce an integer for my Speed
  • produce a non-integer that is more than a single level of HT away from becoming an integer
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Old 04-24-2018, 05:52 AM   #12
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Default Re: [Basic] Advantage of the Week (#58): Fit, Very Fit

Quote:
Originally Posted by Otaku View Post
Anyone have time to run the numbers, and what DX/HT combinations result in even Speed scores?
Code:
HT	DX	Speed	cost	cost with round speed
8	8	4	-60	-60
9	8	4,25	-50	-55
8	9	4,25	-40	-45
10	8	4,5	-40	-50
9	9	4,5	-30	-40
8	10	4,5	-20	-30
11	8	4,75	-30	-45
10	9	4,75	-20	-35
9	10	4,75	-10	-25
8	11	4,75	0	-15
12	8	5	-20	-20
11	9	5	-10	-10
10	10	5	0	0
9	11	5	10	10
8	12	5	20	20
13	8	5,25	-10	-15
12	9	5,25	0	-5
11	10	5,25	10	5
10	11	5,25	20	15
9	12	5,25	30	25
8	13	5,25	40	35
14	8	5,5	0	-10
13	9	5,5	10	0
12	10	5,5	20	10
11	11	5,5	30	20
10	12	5,5	40	30
9	13	5,5	50	40
8	14	5,5	60	50
15	8	5,75	10	-5
14	9	5,75	20	5
13	10	5,75	30	15
12	11	5,75	40	25
11	12	5,75	50	35
10	13	5,75	60	45
9	14	5,75	70	55
8	15	5,75	80	65
16	8	6	20	20
15	9	6	30	30
14	10	6	40	40
13	11	6	50	50
12	12	6	60	60
11	13	6	70	70
10	14	6	80	80
9	15	6	90	90
8	16	6	100	100
16	9	6,25	40	35
15	10	6,25	50	45
14	11	6,25	60	55
13	12	6,25	70	65
12	13	6,25	80	75
11	14	6,25	90	85
10	15	6,25	100	95
9	16	6,25	110	105
16	10	6,5	60	50
15	11	6,5	70	60
14	12	6,5	80	70
13	13	6,5	90	80
12	14	6,5	100	90
11	15	6,5	110	100
10	16	6,5	120	110
16	11	6,75	80	65
15	12	6,75	90	75
14	13	6,75	100	85
13	14	6,75	110	95
12	15	6,75	120	105
11	16	6,75	130	115
16	12	7	100	100
15	13	7	110	110
14	14	7	120	120
13	15	7	130	130
12	16	7	140	140
16	13	7,25	120	115
15	14	7,25	130	125
14	15	7,25	140	135
13	16	7,25	150	145
16	14	7,5	140	130
15	15	7,5	150	140
14	16	7,5	160	150
16	15	7,75	160	145
15	16	7,75	170	155
16	16	8	180	180
Quick table, with HT/DX score between 8 and 16

Last edited by Celjabba; 04-24-2018 at 06:02 AM.
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Old 04-24-2018, 07:27 AM   #13
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Default Re: [Basic] Advantage of the Week (#58): Fit, Very Fit

Quote:
Originally Posted by PTTG View Post
I'm really reluctant to use Fit simply because I've never seen the need to clarify the difference between someone who's just really healthy (say, 13 HT) from someone who's slightly less healthy but also slightly more athletic (12 HT and Fit).
That's not really the big deal. It's the doubled FP recovery. That;s pretty much mandatory for marching infantrymen and hikers whose GM tracks FP loss and recovery.

Consider a grunt with ST 10 or 11 and an 80 lb load (Heavy Encumbrance). Marching 1 hour costs him 4 FP (5 on a hot day) so he better rest after an hour. Without fit it takes him 40 minutes to get his FP back or 20 with Fit.

On average he's making 2 miles every 100 minutes without Fit of every 80 minutes with it. So that's at least a 20% increase in speed even without a successful Hiking roll. That's a big difference in whether or not your army gets to the right place at the right time.

You probably don't see whole armies with Very Fit until you get TL10 genetic engineering but you might see something like a SEAL team where everyone has it. They're probably all ST12 in the first place and are at only Medium Encumbrance which is a 50% increase in speed to begin with. Then they're able to march 2 hours for only 3 FP and only need 15 minutes to get it back.
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Old 04-10-2019, 12:13 PM   #14
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Default Re: [Basic] Advantage of the Week (#58): Fit, Very Fit

Since it says it provides a bonus to all HT rolls, does fit includes resisting afflictions?
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Old 04-10-2019, 01:16 PM   #15
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Default Re: [Basic] Advantage of the Week (#58): Fit, Very Fit

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Since it says it provides a bonus to all HT rolls, does fit includes resisting afflictions?
If you resist with HT, then yes.
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Old 04-10-2019, 02:03 PM   #16
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Default Re: [Basic] Advantage of the Week (#58): Fit, Very Fit

DFRPG let's it work for Magic to. I have put it on all my DFRPG characters for the halving time needed to recover from a friend hasting me
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Old 04-10-2019, 02:11 PM   #17
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Default Re: [Basic] Advantage of the Week (#58): Fit, Very Fit

Thanks for the update:

Quote:
Originally Posted by NineDaysDead View Post
If you resist with HT, then yes.
That's great news!

Quote:
Originally Posted by Kalzazz View Post
DFRPG let's it work for Magic to. I have put it on all my DFRPG characters for the halving time needed to recover from a friend hasting me
I see, did not know you could recover "magically spend" FP with fit in that system; quite handy.
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Old 04-10-2019, 02:15 PM   #18
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Default Re: [Basic] Advantage of the Week (#58): Fit, Very Fit

Quote:
Originally Posted by Hide View Post

I see, did not know you could recover "magically spend" FP with fit in that system; quite handy.
Not the FP spent on spells. I believe hes talking about the FP cost from the stress of being hasted as opposed to the casting cost.
I'd let it cover that myself.
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Old 04-10-2019, 02:38 PM   #19
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Default Re: [Basic] Advantage of the Week (#58): Fit, Very Fit

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Not the FP spent on spells. I believe hes talking about the FP cost from the stress of being hasted as opposed to the casting cost. I'd let it cover that myself.
I thought so, after all, if you are "hasted" the effect is that your body reacts more rapidly and IMO, FP lost during this state would be a mundane effect (in this case a haste spell could be stimulating adrenaline production in your body).

But since they wrote:
Quote:
Originally Posted by Kalzazz View Post
DFRPG let's it work for Magic (...)
I concluded it was about the FP spent on magic abilities.
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Old 04-10-2019, 02:46 PM   #20
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Default Re: [Basic] Advantage of the Week (#58): Fit, Very Fit

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That's great news!
Not if you're hit with an affliction resisted by Will!!!
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