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Originally Posted by Atgxtg
I won't take that beit either. Being the guy who ran such, it did get missed a bit. Especially when people were bleeding to death, someone was tryting to get off a haeal, while other were trying to get off the last hit.
But, to be honest, it really didn't matter too much. Gnerally a 5% error in the hit percentages either way wasn't that big a deal.
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Probably true, but at that point I'm not sure why a round-to-round tally is worth the bother.
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To me, the bigger pain in the butt bookeeping wise, was magic. Everyone cast differernt spells in differernt rounds, then having to keep track of when what wore off of whom.
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Well, as I recall, by RQ3 that shouldn't have been much of an issue any more; most spells had a duration long enough that if you cast them in combat, even a long combat was _very_ unlikely to last long enough for them to wear off. Even Spirit Magic typically lasted 5 minutes/25 melee rounds, after all. You might occasionally see one of those wear off. The 10 minute sorcery spells or 15 minute divine spells on the other hand, where pretty much "forever" if cast after the actual start of a battle.
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I think the easiest method (other than ignore fatigue entirely), is to roll after a fight (or maybe before and after, if the group has been active) and apply a penalty then. Realistically, it is almost impossible for someone to pass out
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That's mostly the tact that RQ: AIG took, and it had the best handling of this issue I've seen to date. It was theoretically possible to pass out in a fight from fatigue, but it virtually would have required that you were already almost exhausted when you got into it, or some magical process had made you so.
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You could even force a roll when a hit location gets reduced to 0. People do pass out from pain.
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I think that's a seperate process and a bit disconnected from fatigue issues, though.