From: boris (mabeyke@batman.b11.ingr.com)
Date: Tue 08 Feb 1994 - 17:30:11 EET
Boris here, with some comments about things Joerg B. said.
> Instead of increasing fumble chances, I'd go along with Nick to introduce
> fatigue effects. If this isn't called fumble but something else witty,
> I think objections would be less.
Having yet another class of failure might be parsing things a bit fine.
Though if you want a name, "botch" is one I've always liked. On the
other hand, I would certainly lot like to inflict the fumble table on
someone 12%+ of the time because they're tired.
> One of the most searing effects of fatigue is lack of reaction. I still
> propose to add fatigue levels to strike rank or whatever replaced them
> to determine order of actions.
A suggestion I've made before; going slower is not as debilitating as
reduced crit/increased fumble, and passes the reality check, in my
experience.
> This was said before, but a 150% swordsman is less likely to get tired
> from swordplay than a 10% beginner. The same goes for running around in
> armour or spending a day shooting arrows - those who are used to it sweat
> less than Mr. Fitness himself without this special training.
>
> What about giving the 1/10 of the percentages above 100% of the best skill
> in question as a bonus on the fatigue roll? Or reduces the loss (only)
> of skill due to fatigue?
This rule has potential; perhaps modify it a bit. How about we treat the
skill being used as a complementary skill to the fatigue roll, i.e. add
1/5 the relevant skill to the CONxN value that one rolls against. With
this addition, I would even accept the add to roll mechanic without
grumbling. Which skill is used is based on the fatiguing activity, for
example
Fatiguing Activity Modifier to Fatigue Roll
If running unencumbered (ENC < STR/2) Run skill/5
If running encumbered (ENC > STR/2) March skill/5
Fighting Average of Att & Par skills/5
Swimming, Climbing, etc Relevant skill/5
Thus a Sword of Humakt with 150% Sword and a CON of 14, even if heavily
encumbered (ENC>2xSTR) would need to roll 72% or less on a fatigue roll.
Whether skill enhancing magic, situaltional modifiers, etc. affect this
could be optional.
> There a force of a dozen heroes (!) bled to death against one
> single hero (Teja) defending a narrow gorge. No berserk would be able
> to stand and hold, rushing out instead (who else thinks Berserk is
> pretty much an offensive spell, as is fanaticism?), but noone but a
> berserk would be able to stand this long under currently available rules
> labeled RQ (2-4). If really high skill reduces the effect of fatigue,
> such heroic feats would become possible with RQ rules.
And this rule, which is really just an expansion of the existing ruleset
(i.e. complementary skills are allowed, just allow them for Fatigue rolls)
would allow just this sort of heroic behavior. And would be another
benefit for the high skill types, pleasing those who like to run runeguys
(me occasionally, for instance).
-- Boris Mikey, aka |"Here the ways of men part: if you wish to Maurice Beyke | strive for peace of soul and pleasure, then mabeyke@batman.b11.ingr.com| believe; if you wish to be a devotee of Intergraph doesn't want | truth, then inquire." my opinions. Nietzsche 0,,
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