Exhaustive list of non-spell fatigue costs?
Has anybody put together a list of all the places in the rules and published adventures where non-spell fatigue adjustments are listed?
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;) |
Re: Exhaustive list of non-spell fatigue costs?
Notes on Fatigue:
LOST: . Casting/Maintaining Spells; Failed spell casting costs 1 ST (except missile spells); Critical miss spell casting; Powering magic items (ITL 15, 135 & 144) . Target of Drain Strength spell (5 ST drain gives 1 ST). (ITL 24) . Carrying more then 10x ST (up to 15x). Cost 1 ST / 2 minutes. Max is 10 minutes (5 ST). (ITL 65) . Running up stairs or quickly climbing up shafts: 1 ST/turn. (ITL 70) . Tunneling: 4 ST / hour. (ITL 71) . Damage to Wights. Only applies to wights. (ITL 84) . Pulling self up from hang on a ledge. Failed 4/ST results in 1 fatigue. May attempt 1/turn. (ITL 104) . After berserking frenzy ends: -2 ST of fatigue. May kill him. (ITL 121) RECOVERY: . Recovery from fatigue at 1 ST / 15 minutes of rest. (ITL 9) . Casting Drain Strength spell on victim (gives 1 ST for every full 5 ST drained). (ITL 24) . Healing potion. (ITL 147) . Staff's mana can be used to recover from fatigue. (ITL 148) . Powerstone can be used to recover from fatigue. (ITL 163) |
Re: Exhaustive list of non-spell fatigue costs?
Of course magic item creation also creates fatigue, but it is essentially spell casting that is measured over weeks instead of turns.
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A good topic! I feel like fatigue costs are a great 'currency' for introducing practical, quantitative costs and risks to all sorts of issues that come up in overland adventure, traps, saving throws, etc.
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Re: Exhaustive list of non-spell fatigue costs?
And for anyone interested in expanding fatigue-inducing elements in the game, take a look at this...
Increasing Fatigue? https://forums.sjgames.com/showthread.php?t=194816 |
Re: Exhaustive list of non-spell fatigue costs?
Obscure fatigue loss cases:
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a point of ST to power spells or recover fatigue." And thanks Henry for pointing out the errata. |
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