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Originally Posted by Atgxtg
It wasn't a tactical problem, just a bookkeeping one. It worked like this. Let's say the PCs were setting up to attack a foe. The foe has guards, but isn't aware of the PCs.
-First the PCs maneuver/sneak in close enough so that their spells won't wear off before they reach the foe.
-Then they spend 2 or 3 rounds getting their magic up. GM has to note exactly which spells are cast on which round/SR to know when stuff is going to wear off.
-Now a minute or so gets used up as PCs try to coordinate for a simultaneous attack.
-The fighting breaks out. The PCs usually cut through the guard pretty quick. About 2/3rd go down in one round, with a couple of guys holding on for a round or two due to failed rolls, bad luck, etc.
-The the real fight breaks out. The rest of the NPCs are usually alerted by the fighting and stat doing their spells and other preparations ad hoc. More bookkeeping. People start popping in at odd turns and SR, and there is some maneuvering for position, delays and such.
-All this requires keeping track of spell durations, and MP expenditures. Since virtually everyone had some battle magic in RQ, it usually meant more bookkeeping than ticking off fatigue points.
-Toss in allied spirits, POW crystals and Divine Magic spells and Fatiue points were usually the last thing I was worried about. I was more cornered about when the Bladesharp, Countermagic, and Protection spells were due to wear off.
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Ah, I see. You were stuck managing everyone else's bookkeeping too. That explains a lot.
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Well, it was for a game system in which ENC is not a big issue. Fatigue in that game was more in terms of how long can you keep running, or how many hours you can travel cross country without sleep? In that game the asnwer was important to determine if you could escape the people who were chasing you.
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Well, honestly, most non-gritty spy games don't typically need to deal with encumberance at all, so I get your point.
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Fatasy RPGs tened to need more fatigue and ENC rules as some players will "tank" it up, and others like to carry the kitchen sink.
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Some SF games too; any game where the presence or lack of gear can make a signficant difference in your chance of success risks this. Especially if long travel without vehicles or mounts is possible.
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From what I've seen working at a hospital, yeah they do. Its part of the adrenaline dump thing. When you get scared/excited/injured the adrenaline kicks in and you go into hypermode. Once it wears off, you crash. Someone who is already injured is already on the crash part of the cycle. Even worse, an injury acts as a constant distraction, so they susally don't rest back up to full stamina.
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Fair enough.
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Not in hand. But I think I can find some. Proving that being injured reduces stamina seems like an autokill to me. I'll dig for some evidence if you want.
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No, if it fits with your personal experience in that context, I'm willing to take it at least provisionally. That question was more in the light of "why do you think this?" than "Show me."