Quote:
Originally Posted by Nightshade
The problem for most people was that once you hit the penalty part, constantly having to subtract varying values got tedious. Yes, its a part of the system, but there are plenty of times when you could normally just look at a skill as listed and use it as-is. Having to do the math, even if it isn't hard math, round after round could get old.
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When I was running RQ3, Fatigue was usually a non issue. Most characters had a few positive FP points, and RQ fights tend to be short and brutal.
In the few cases where characters went into negatives, it was fairly easy to roll the dice, see if the result was close, and if so bother to check the penalties.
For the most part, if a character had a 85% sword skill, and rolled a 43, fatigue isn't a factor.
I can only recall two fights in RQ3 where fatigue played a real factor. The first was a massive fight where a dozen characters held off a group of 50-60 foes by holding two staircases, and the second was a situation where someone had put on multiple layers of armor to face a dragon. One the first situation was a bookkeeping pain, and that was less because of fatigue, and mostly because of tracking wounds, turns, and SR for 50+ NPCs.