Battle fatigue. [Archive] - Wizards Community

Post/Author/DateTimePost
babysamurai

08-02-05, 10:03 AM
I was wondering if anyone has ever imposed a limit on the number of rounds a character can be in combat before they become fatigued.

I was thinking of letting characters fight for a number of rounds equal to their Constitution score before becoming fatigued.

Should characters be able to fight for an indefinite amount of time and not become fatigued?
Crox

08-02-05, 10:15 AM
Don't think that you as DM will sit and count the ammount of rounds passed since the combat has started :)
I'm a box fan, and my personal box expirience say that skilled fighter (read Con >= 13) can fight no less than 4 minutes without expiriencing any fatigue expirience (that is equal to 40 rounds)... and do not frget that you player's are heroes, that can much more, cause they are saving woprl and all good gyes $)

P.s. In my DM practice it's a difficult to count time that is equal to 1/minute for level, so forget about counting fatigue.

P.P.S. If I were you I'd prefer such rule after each combat that was as long as 1 round or more all involved (and alive) are considered fatigied, and must rest to get rid of it.
Thelon Fairblade

08-02-05, 10:25 AM
I will say that I have considered this idea before, but the end result is that it always detracts from the fun. It will only affect the PCs (monsters/NPCs dead at end) = BAD. It will make combats take longer between fighters (loss of accuracy), but not hamper the spellslingers = BAD.

If I were you (as GM), I would just impose fatigue when dramatically appropriate, and don't worry about rules and timing and "the mage is fatigued because it was 13 rounds, but the fighter is okay because it wasn't 15 rounds..."
The WarOverlord

08-02-05, 04:41 PM
I was wondering if anyone has ever imposed a limit on the number of rounds a character can be in combat before they become fatigued.

I was thinking of letting characters fight for a number of rounds equal to their Constitution score before becoming fatigued.

Should characters be able to fight for an indefinite amount of time and not become fatigued?

Might also need to make rolls for Adrenalin rushes from Raging (Berserker enthusiasm) and well as Fear effects and Maternal/Fraternal effects (Like a parent lifting a flaming car off their child) if ya want to bring the game to a screeching halt :rolleyes:

Never was really a problem for my PC as they usually unleashed all their magic spells and spells from items within the first round to "soften the enemy" and only needed to ever Mele with the almost dead after multple icestorms,fireballs, deathspells,harms,lighting bolt,hold persons, and blade barriers stragglers for another round or 2........more often then not there are no surviving enemies after the first round :evillaugh

Not to mention that with the Turn based system everyone is just standing around and twidling their thumbs until it is their turn to move or fight....then they run into battle, take a few swings at the enemy then run back to their starting position until it's there turn to fight again...so how can you tired out if you are waiting 5 minutes for structured combat turn-about? :angel: (A real style of fighting much like "FInal Fantasy" combat though usually for "Tourneys")
jaelis

08-02-05, 05:05 PM
There's rules for this:


Use tactical movement for combat. Characters generally don’t walk during combat—they hustle or run. A character who moves his or her speed and takes some action is hustling for about half the round and doing something else the other half.

Hustle: A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.
A fatigued character can’t run or charge and takes a penalty of –2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.


So, according to the rules, you can fight for 1 hour a day without problems. Personally, I would count attacking as the same as hustling for this purpose.

But I can't say I've ever kept track, no.
ClementWillowbreaker

08-02-05, 10:01 PM
Battle Fatigue should be more of a RPing element the DM includes when there are significant, extended activities. If you spent 40 rounds fighting a Red Dragon, ran for 3 minutes from the detonating volcano crater, and had three skirmishes from the dragon's wyvern slaves while half-falling down the mountain, fatigue setting in would be sensible. Long, protracted activities that don't get measured in rounds would also make sense, like a long prison break, a chase, or anything you really feel the need to make a 80's movie montage, fatigue makes sense until you rest for an hour.