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#1 |
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Join Date: Sep 2018
Location: North Texas
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What if fatigue wasn't 'spent', but 'gained'?
I've always been OK with fatigue and damage pulling from the same pool for spellcasters, but I know that is an issue for some, especially new players. And I get that the effect of what I'm proposing isn't really much different (on its face) than separating ST into two distinct tracks with damage and fatigue reducing their respective stat pool independently, but it feels more right to me somehow... that figures acquire fatigue by doing things that create fatigue. So here's the proposal... The character's original/full ST score would represent the max amount of fatigue that one can gain/tolerate. The fatigue level is then tracked as a separate pool. I'm picturing a spot on the character sheet to tally the points up. Once you hit that cap you fall prone, not unconscious, but unable to perform any actions (the exact level of helplessness will require playtesting, obviously). The idea appeals to me for several reasons... * There's logic, I think, in having a mechanic that supports the idea of someone growing fatigued, where exertion is a cumulative metric. * The approach also aligns with the real effects of pushing one's self to (and perhaps past) their physical limits. * There's a more clear distinction between healing and resting recovery channels. * The pool I'm proposing would allow for an expansion of how fatigue is applied in the game, opening the door for new fatigue-inducing actions... running, jumping, climbing, swimming and possibly even extended fighting. * Creating more sources of fatigue potentially adds a real decision point for wizards (taking damage isn't really their choice, after all); actions that have to be weighed against their spellcasting capacity. * Finally, I avoid creating a new MANA attribute.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 02-08-2024 at 10:35 PM. |
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#2 | ||
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Join Date: Jun 2019
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Bravo Tippets for this whole idea!
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Could you clarify though what you mean by "that cap" that makes you fall prone but conscious? Do you mean the cap is just the total tallies under fatigue equaling ST, or is it when the combined totals under wounds and fatigue equal ST? Either way it's an improvement, I'm just wondering which way you meant it. In the system I'm writing for myself (but haven't playtested) I similarly divide the tallies against ST into two boxes I call "Lethal Hits" (where I mark wounds that lead to death) and "Non-Lethal Hits" (where I mark both fatigue and a few other things that can lead to unconsciousness). Whenever the total of the two boxes equals or exceeds ST I call that unconscious, but only when the total under "Lethal Hits" equals or exceeds ST do I call that death. No reason it has to be that way to apply your proposal to TFT, I'm just noting we've been thinking along very parallel lines. Quote:
My 80's/90's group did add a Mana attribute, but your proposal makes the need for one obsolete in every way, except one. The only part it doesn't address is that old trope, Conan the Wizard. As long as spell costs are paid for by ST, higher ST makes for a more powerful wizard (the unwanted side-effect being they can also bench press 400 lbs - LOL!) But that's an issue that can be tweaked by other means, and no reason not to use your fine proposal. I really like the ability to apply fatigue costs to all the things you mentioned, and I'd add tackling a big flight of stairs to that list.
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"I'm not arguing. I'm just explaining why I'm right." Last edited by Steve Plambeck; 02-09-2024 at 12:57 AM. |
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#3 | |||
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Join Date: Sep 2018
Location: North Texas
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I really think I'm on to something with this idea.
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#4 | |||
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Join Date: Jun 2019
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__________________
"I'm not arguing. I'm just explaining why I'm right." |
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#5 |
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Join Date: Sep 2018
Location: North Texas
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So now that we have the basic rule defined, I'd like some input around the costs for various actions and activities. I'll start with a few rough ideas for combat...
Thoughts? Too high?
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#6 |
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Join Date: Oct 2015
Location: New England
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Shield-rushing is already a dubious action, since the target gets a saving roll, so nerfing it with 3 fatigue strikes me as both unrealistic and undesirable.
Needing to keep track of turns in groups of 5 to add fatigue seems way too easy to forget. Sweeping blows are rare, in my experience, and often ineffective due to the DX penalty involved. Again, I’m not sure that imposing a fatigue penalty is desirable. |
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#7 | |
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Join Date: May 2020
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Your idea to redefine the process of magic from a "reservoir" of ST to one of a "capacity" to channel/direct magic ST is brilliant. You retain the original mechanics in regard to record keeping but solve many of the associated self-inflicted wound anomalies many struggle with. However, if the concept then requires for the fatigue track to be applied universally to the warrior PC and thus additional rules and costs for actions undermines imho the elegance of your proposal. (end editorial) Fatigue costs for actions? Full moves ie. sprinting - 1 fatigue Understrength weapon use -1 fatigue per 1 ST below weapon requirement Does the use of acrobatics or unique weapon effects such as lasso (tug of war) or net/rope spell (struggling to escape) require penelties in your system? |
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#8 | |
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Join Date: Jan 2018
Location: Portland, Maine
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This will cut down keeping track of the fatigue.
__________________
- Hail Melee Fantasy Chess: A chess game with combat. Don't just take the square, Fight for it! https://www.shadowhex.com |
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#9 | |
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Join Date: Jan 2018
Location: Portland, Maine
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I would still use the Legacy RAW of 11 damage will kill and a combination of fST and damage achieving 11 would kill, but the character would get 4 fST (15 - 11 = 4) that it could burn before reaching death. In other words, burn the over amount of psychic energy before it starts affecting death. ----------------------------- Not part of this original post but pertinent is IQ. If you imagine your character to be slightly higher IQ than the norm, you could make him IQ=11. He could start out learning 11 points of talents/spells. If I wanted to grow my character more mentally powerful, but still the average Joe, let him continue XPing up, but split the IQ; say IQ=11/15. This would allow the character to learn higher talents (by paying for them), but still maintain that slightly above average perception/learning ability. This goes for perception rolls at IQ=11. You could learn up to IQ 15 level talents, but you perform them at IQ=11. I've applied this to my Dumb Fighter who started with IQ=8. He was a Forrest Gump type. So when I raised his IQ up to learn better weapon talents, I did a split and kept his rolls at IQ=8. At IQ=9/12 (I did raise his base up one point), he still missed many disbelieves and observations, but he was able to learn to use some appropriate higher talents like TOUGHNESS or Shield Expertise.
__________________
- Hail Melee Fantasy Chess: A chess game with combat. Don't just take the square, Fight for it! https://www.shadowhex.com |
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#10 |
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Join Date: Oct 2015
Location: New England
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This looks to me to be the only significant change from RAW, unless you are advocating for wounds and fatigue not summing to determine whether or not a figure is alive/conscious/reeling.
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