| Post/Author/DateTime | Post |
|---|---|
| ZiggZagg09-06-07, 11:57 PM | What's up everyone? I am wondering if there is a rule in print that takes fatigue into account (I know there is a fatigue and exhaustion condition, but I am looking for something different.) More specifically, I am looking for something that gives penalties on how long you have been going through the day, maybe based on hitpoints or something. This kinda shorthands lower level characters and the PC's in general, I know, but I am looking for something that can kinda work well with the Spell Recharge and ToB systems. Maybe penalties to attacks when you are at a 1/4, 1/2, and 3/4 health, with cumulative penalties to attacks or something. I know I am rambling, I am just looking around for something to make this stuff work a little bit differently. Thanks for the help |
| The_Levitator09-07-07, 08:53 PM | I created a Battle Fatigue system that sounds like what you are looking for. While my players understand the abstract nature of combat, they prefer a grittier feel, and this was my solution to give them that. My Battle Fatigue system also corresponds with a Relative Health Indication system. I use Maptools as a VT in my tabletop game. Maptools has the ability to add colored halos to tokens, so we use the following system to show damage during combat: 100% of total HP = Green = Healthy 75% of total HP = Yellow = Light Battle Fatigue (-1 STR, -1 DEX) 50% of total HP = Orange = Moderate Battle Fatigue (-2 STR, -2 DEX) 25% of total HP = Red = Heavy Battle Fatigue (-4 STR, -4 DEX) We have been using this variant with great success for almost a year now and the group loves it. I've even had interest from some online gamers, so I'm starting an online campaign to show them this idea. It's probably important to mention that we use a lot of other variants along with this one, so I don't know how this will stand as the only addition to Core. To give you an idea, here are the other combat variants we are using: + Opposed Defensive Roll + Class Defense Bonus + Armor as DR + Clobbered Variant + Facing Variant + all shields +1 from Core + falling unconscious at -1 NOT automatic (FORT save DC= 10 + negative HP damage) PM me if you want any additional information on how this plays out in real game situations. I particularly love how much extra information these variants give me for description during combat. |