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Originally Posted by Nightshade
Why was that a problem? In those cases where you had warning, I don't see a little magical prep as being a big issue. At the lower end you still only had so many spells, and at the upper end most opponents who were worth your trouble could usually find ways to buy time to get their own spells up.
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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.
Quote:
Originally Posted by Nightshade
I probably wasn't clear but that was the RQ:AIG approach. Essentially, if you got into a situation where fatigue-significant rolls were liable to be made, you checked to see what the characters had been doing before, and made a fatigue check (or more than one if they'd been doing things like marching cross country for two days at an accellerated pace) and applied the fatigue levels then; they then made another check every ten rounds in combat. As I recall there were four or five different levels with different levels of penalty. Only thing wrong with it (and this was easily fixed) was that instead of applying as penalties to the base, they were applied as modifiers to the roll which made it quickly both impossible to get critical or special results and too easy to get fumbles. But shifting it to a modifier to skill made that go away.
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Sounds good, except for the application (as you pointed out).
Quote:
Originally Posted by Nightshade
I can see the benefit to that in simplicity, but I think its a little deterministic for my taste.
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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.
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.
Quote:
Originally Posted by Nightshade
Yes, but I'm not sure the latter is really true; I'm not sure a tired person shocks out faster than a fresh one, or if so, to a significant degree.
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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.
There was a variant rule for RQ3 where damage points were subtracted from FP too. While I think the implementation was a bit severe (probably need to double the FP points to make it work), the idea was fairly sound. Probably not a bad alternative to the "tick a round" method, too.
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Originally Posted by Nightshade
Do you actually have some evidence this is the case?
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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.