Thread: Fatigue
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Old April 26th, 2008
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rust rust is offline
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Join Date: Jan 2008
Location: Augsburg, Germany
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I like your system, but I think it needs some modifications for certain circum-
stances.

One example is swimming. According to the description of the Swim skill in the
Zero Edition:
- (Special Success) "If the optional fatigue system is used, the fatigue
point cost for swimming is reduced by 1/4."
- "In calm waters, Swim rolls are needed only once per turn. Swimming in
rough waters requires a Swim check each round."
- "Your character can tow a buoyant object of up to his or her own SIZ+2
indefinitely, assuming a free hand or some means of attaching the object
to your character."

For my setting (a science fiction water world) I will need rather detailed Swim
rules.
I think that I will reduce the fatigue point cost for swimming depending on the
Swim skill of the character (not only the type of success) and the equipment
of the character (biomimetic drysuit, flippers, etc.), and that I will also have
to find some way to handle encumbrance differently.

I could imagine that it could make sense to design similar houserules for other
settings and skills.
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