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Except for the occasional miss by 1 or 2 percent, the only real influence I can remember is a memorable (for me) fight where most of the participants were nearing exhaustion (negative FP equaling starting value), and were taking breath to regain 1 or 2 FP , just to be able to strike without passing out. This fight was one of the most tactical and interesting I ever had, because we all had to outthink our adversaries, to use all our capabilities, to exploit the terrain, just to avoid losing our lives. I liked. Runequestement votre |
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And I'd get responses like, "Yeah, yeah, [tick!]", "I keep track in my head..." and "But it doesn't matter anyway". I want a better system. Ticking every single round takes time. SGL.
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Ef plest master, this mighty fine grub! 116/420 |
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But every ophter system that handles fatigue "in combat" generally requires that you track the passage of time. Maybe instead of the players ticking off points, the GM could keep track of what turn it is and use that, instead of rely on players to tick off points. I can think of several less detailed methods, inclduing those from RQ2. One simple method would be to let each character fight STRx3 minutes before they are exhausted and must half skill ratings. If ENC> STR use STRx2, and so forth. But, at that level fatigure can be basically ingored. |
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Not all of them require you to bookkeep every round, however. The RQ: AIG system, for example, made some checks at the start of combat based on what you'd been doing before and you encumberance, and then assumed you were good for a few rounds. And the time when you needed to check again was consistent for everyone, so all the GM had to do was keep track of when that check point rolled around and then say "Time for fatigue checks again."
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I saw quite a few who rode the ragged edge, and we certainly saw 10-15 round fights on occasion.
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I will put bets this just means in practice it gets missed fairly often.
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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. 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. 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 from fatigue while fighting for their life. Adrenaline will keep them going. They will probably "crash" after the fight, but really no one is going to fall over from the weight of a breastplate when someone's swinging an axe at them. Not when most fights rarely last more than a minute or two. You could even force a roll when a hit location gets reduced to 0. People do pass out from pain. |
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