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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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