| Post/Author/DateTime | Post |
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| Valoy_Muniz05-21-07, 04:17 PM | Endurance For a long time I have not liked the fact that no one ever seems to get tired. If you spend 100 rounds killing you are you are not even tired. Now there are rules for Fatigue but you do no get fatigued from normal fighting. Thanks to star wars I have an idea. A new stat called Endurance. Your endurance stat is equal to 10+ Fort save (the endurance feat adds another 10). This is how many rounds you can go when the DM is calling for a round by round mode. When the count hit 0 you are Fatigued. IF you are Fatigued when the count hits 0 you are Exhausted. If the count hits 0 you pass out for 1d4 hour before waking up exhausted. You can as a full round action Catch your breath the restore all of your Endurance but doing so make you lose your Dex bonus for the round and provokes a attack of opportunity ( this does not remove fatigue or exhausted states). Any thing the changes your for save will have the same effect on your Endurance. I though about using the for save as the bases for this so that a high level fighter would be able to last longer then a level 20 wiz but the 20 wiz can last longer then most if not all level 1 fighters. Examples of time frames Fighter level 1 with a con of 14(+2) would be fatigues on round 14, Exhausted on round 28, and pass out on round 42 or after over 4 min of fighting with out a breath. Wiz level 1 with a con of 14(+2) would be fatigues on round 12, Exhausted on round 24, and pass out on round 36 or after over 3 ½ min of fighting with out a breath. Fighter level 20 with a con of 14(+2) would be fatigues on round 28, Exhausted on round 56, and pass out on round 84 or after over 8 min of fighting with out a breath. Wiz level 20 with a con of 14(+2) would be fatigues on round 18, Exhausted on round 32, and pass out on round 54 or after over 3 ½ min of fighting with out a breath. Fighter level 20 with a con of 14(+2) and endurance feat would be fatigues on round 38, Exhausted on round 76, and pass out on round 114 or after almost 11 ½ min of fighting with out a breath. Incase your forgot the effects of Fatigues and exhausted states. Fatigued A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued Exhausted An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. It should be noted the players would Use the Catch a Breath action after combat so that combats a few min apart would have you starting with full endurance. Incase you missed it in the text above the Catch your Breath action is You can as a full round action Catch your breath the restore all of your Endurance but doing so make you lose your Dex bonus for the round and provokes a attack of opportunity ( this does not remove fatigue or exhausted states). What do you think? |
| Ra-Tiel05-21-07, 04:31 PM | Interesting. Some time ago, there was a similar idea floating around in here, perhaps you can get some ideas from it? Click me! :D The main problem of such a rule is that it penalizes physical combatants compared to spellcasters, unless you include casting as a "streneous" action. At level 20 it is completely irrelevant if the wizard would last 2 or 20000 rounds in combat, as he will [usually] use at most 2 spells to utterly devestate the opposition. But I agree with your general idea, in that there should be some kind of consequence for prolonged fighting. Perhaps you could ask for a special Fort save instead? After a number of rounds equal to your Con score has passed, you must make a "Combat check" (= normal Fort save plus character's BAB) against a Dc of 15 + 1 per previous check to avoid becoming fatigued. |
| Valoy_Muniz05-21-07, 04:39 PM | I was counting spell casting in this time fram. As to the rolls I am staying away from that as it would be to many. I will look that the link now thanks. |
| Jerks05-21-07, 06:15 PM | I actually used something similar from the book of Combat and Tactics back towards the end of 2nd Edition. It worked reasonably well back then, but I'm not sure it added much to the game besides more bookeeping. Right now I'm using a version of the Wound/Vitality system which sort of solves the problem. Being wounded in combat inflict fatigue, I figure that's good enough for government work. |
| SlinkyTWF05-21-07, 06:27 PM | The optional rule I wrote for this (I don't use it, it's an unnecessary complication that just drags down the game) was: If you act strenuously for a number of rounds > your CON... ...you are treated as fatigued until you rest up. Resting from fatigue requires 5 rounds +/- your CON modifier, after which time, you are back to normal. If you act for > 2x your CON in rounds without resting, you become exhausted until you rest for 10 round +/- your CON modifier. As I say, it's an unnecessary complication, it's not necessarily more realistic, it's a PITA to DM, and I don't think it adds anything to the game play. It's just another rule for people who don't think there are enough already. |
| RobbyPants05-23-07, 04:10 PM | I actually used something similar from the book of Combat and Tactics back towards the end of 2nd Edition. It worked reasonably well back then, but I'm not sure it added much to the game besides more bookeeping. This is about what I was going to post verbetum. I think your system could add some interesting flavor to combat, but you will be tracking yet another stat which changes every round. Also, how often do you usually have combats that last 15+ rounds? This could also be worked into a system for running and losing your breath (great for those on-foot chases, which normally boil down to base land speed). Also, you could work in some metrics for starting a combat with less endurance if you were in the middle of something fatiguing before hand (running, climbing a wall, etc...). |