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Old 09-06-2019, 11:48 AM   #21
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Fit Advantage and HT-based rolls

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Originally Posted by Andreas View Post
Not as much as if you instead represented it only with increased HT.
A character with HT 10 and no Running skill on average loses a point of fatigue every 30s when sprinting. A character with HT or Running skill 16 loses a point of fatigue every 13 minutes on average (they last 27x as long). How much more difference in fatigue do you actually need? And since Running skill is affected by HT but not Fit, and is the primary determiner on how long you can actually run, it has the weird side effect of Fit not being all that useful for trained fit characters...
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Old 09-06-2019, 11:59 AM   #22
Fred Brackin
 
Join Date: Aug 2007
Default Re: Fit Advantage and HT-based rolls

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Originally Posted by Anthony View Post
AHow much more difference in fatigue do you actually need? ..
We need the improved recovery time or marching infantry wouldn't work. This lack would also screw up threads about Hiking enough that the next one on this board would become a singularity.
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Old 09-06-2019, 12:04 PM   #23
Andreas
 
Join Date: Mar 2014
Default Re: Fit Advantage and HT-based rolls

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Originally Posted by Anthony View Post
A character with HT 10 and no Running skill on average loses a point of fatigue every 30s when sprinting. A character with HT or Running skill 16 loses a point of fatigue every 13 minutes on average (they last 27x as long). How much more difference in fatigue do you actually need? And since Running skill is affected by HT but not Fit, and is the primary determiner on how long you can actually run, it has the weird side effect of Fit not being all that useful for trained fit characters...
I do suspect that you need more than x27 as long for the highest levels of performance, but the main point would be that the other differences between HT 10 and HT 16 people are way too huge (and not enough of the endurace difference is due Skill to make up for that).

Yes, there are some weird side effects of fit. Fit should probably apply to HT based skills as well (and cost more points).
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Old 09-06-2019, 01:27 PM   #24
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Fit Advantage and HT-based rolls

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Originally Posted by Andreas View Post
Fit should probably apply to HT based skills as well (and cost more points).
Correction: Fit should probably not affect HT rolls and should cost less. I suggest:

Improved Fatigue Recovery [1/level, min 2 levels]: multiplies recovery rate from mundane fatigue by your level. Not cumulative with other methods of rapid fatigue recovery, such as breath control. The GM may assign a cap.
Reduced Fatigue Cost [2/level, min 2 levels]: divides fatigue cost for mundane exertion by your level. The GM may assign a cap.

Fit thus would cost [2], Very Fit would cost [6].
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Old 09-06-2019, 01:31 PM   #25
evileeyore
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Join Date: Jul 2006
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Default Re: Fit Advantage and HT-based rolls

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Originally Posted by Andreas View Post
Fit should probably apply to HT based skills as well (and cost more points).
The alteration I've contemplated was to have the + only apply to HT based skill rolls (even at default) and not to stunning, knockdown, etc.

I mean double FP regen and 1/2 FP loss is basically worth it by themselves.
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Old 10-24-2021, 04:20 AM   #26
Adina
 
Join Date: Aug 2004
Location: Louisville, Ky
Default Re: Fit Advantage and HT-based rolls

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