Degrees of Fatigue
The fatigued and exhausted conditions are designed to be simple. First, you take a –2 penalty to Strength and Dexterity, and can’t run or charge. Then if you suffer another level of fatigue, your penalties jump to -6, and you move at half speed on top of other limits.
One hour rest takes you from exhausted to fatigued. Eight hours of rest takes you from fatigued to fine.
That’s more granular that my (too frequent) experience with exhaustion, but that’s fine. Simplicity is worth some increased granularity. Part of the question for me is… how simple is that? Neither the jump from -2 to -6, nor the differences in how long it takes to recover from the conditions, feels intuitive to me. Also, it strikes me odd that once you are exhausted, maintaining things that should fatigue you have no effect.
So, that brings us to the ideas of degrees of fatigue.
Instead of going from fatigued to exhausted, you keep taking degrees of fatigue. Each degree has a -2 penalty to Strength and Dexterity, which stack. Once your Strength and Dexterity both drop below 10 as a result of these penalties, all your movement rates are cut in half. If your Strength or Dexterity is reduced to 0, you pass out until the penalties reduce to allow you a positive ability score.
Two hours of dedicated rest removes one degree of fatigue. (Anything that would end fatigue removes one level, anything that would end exhaustion removes up to 4 levels.)
I don’t know if this is actually easier, but it’s something I’d love to playtest and see how it works out.
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Posted on December 11, 2017, in Game Design, Pathfinder Development, Starfinder Development and tagged Game Design, Pathfinder, Starfinder. Bookmark the permalink. Leave a comment.
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