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Old 02-11-2024, 12:48 PM   #6
timm meyers
 
Join Date: May 2020
Default Re: Increasing Fatigue?

Quote:
Originally Posted by TippetsTX View Post
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...
  • HTH (i.e. grappling) should be the most taxing, I think - 1 fatigue per turn
  • Melee combat gets harder over time, but assuming characters have proficiency, I don't think fatigue should kick in right away - 1 point per turn after 5 turns (or maybe 1/2 ST in turns rounded down)
  • Ranged combat is still tiring, obviously, but it probably shouldn't be as bad as melee - not sure about the cost, though
  • Sweeping blows should have their own cost - 2 fatigue per attempt
  • Shield rush - 3 fatigue

Thoughts? Too high?
Tracking fatigue within RAW to simulate the cost and effect when casting is a valid complication and relatively noninvasive.
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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