The funny things that developers forget

Apr 17, 2009 14:53

Any Level

After extended effort and work, anyone can become exhausted.

Attack: Level +4 vs Fortitude
Endurance maintain DC 12+ two-thirds level, worsen DC 11+ two-thirds level or lower

Target is normal

Initial Effect The target becomes tired.

The target is tired and faint

The target is exhausted.

*Rather than make ( Read more... )

d&d4e rules, gaming

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Comments 8

nottheterritory April 18 2009, 13:20:48 UTC
I totally recognize what you mean about the info being missing, but I went in a very different direction to try to solve the problem - I'm using skill challenges, etc. So I can't really meaningfully compare what you've got here with what I came up with - much less tell you if I think it's fair. It _looks_ fine, but shaking it out in play is the only way to be sure, of course.

The only thing that's obviously different is that I did allow for characters to endure privations better as they went up in level - so I had assigned a level difficulty to different kinds of weather / terrain combinations, with the idea that a rainy summer day could make first levels miserable where Epic characters could stride through burning supernatural deserts of powdered bone without wanting much more than a beer and some hand lotion.

It's not really clear where the effects of different weather / terrain fits into your plans here.

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magicbox April 18 2009, 14:22:50 UTC
Well, my solutions are mainly for part B since part A is actually in the DMG, just in the wrong spot. In the DMG they have a table of set Endurance DCs that you're supposed to adjust to level, but if you're going for the whole burning-supernatural-desert thing, you could just leave them at the numbers in the table ( ... )

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nottheterritory April 18 2009, 15:21:35 UTC
Right - but linking the Endurance numbers in the DMG up to an actual fatigue system is kind of clumsy ( ... )

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Extending this system kearsley April 18 2009, 14:31:04 UTC

I think, as a general thing, a system like this makes more mechanical sense than our current system (endurance check, failure means -1 movement and -1 surge). Reason being, though our system limits travel/forced marches, we're almost fresh and ready for combat despite having walked for 16 hours, as those who failed the checks are likely to be those who don't need to run around a lot in combat.

A concern I have, though: Using level as a factor in difficulty makes it look like it's easier to get exhausted as you level up. I may be misinterpreting, but I think that tying the check to time traveled fits better.

My tossed-together alternate system would be:

The base difficulty is calculated as number of hours exerting yourself, multiplied by two if the activity is more strenuous than walking. The effect is applied automatically every hour for strenuous activity or every two hours for mild activity (walking) once the difficulty is ten or higher.

Travelling at twice your base speed, while burdened or at normal speed through difficult ( ... )

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Re: Extending this system kearsley April 18 2009, 14:32:07 UTC

NB: I swapped exhausted and faint on the list because, to me, faint seems more severe than exhausted.

Condition Effect

Tired
  • You are at -2 to initiative.
  • Your movement is at -1.


Exhausted
  • Your healing surge value drops by your level.

    Clarification: I don't know whether this means number of healing surges or number of hit points received from a surge. If it's number of surges, then the following penalty makes sense. If it's hit points received, then it should be either/or, as that's already a heavy penalty.
  • You no longer have a move action, only standard and minor.

    This means that you can no longer travel at twice your movement rate.


Faint
  • You cannot take immediate actions or opportunity actions.
  • In combat, you grant combat advantage if you are facing multiple attackers or if you are attacked from range while facing a melee opponent.
  • You take a -2 penalty to athletics, acrobatics, intimidation and thievery checks.
  • An extended rest period makes you tired and exhausted rather than faint.


Collapsed
  • You are prone and your ( ... )

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Re: Extending this system magicbox April 18 2009, 19:03:21 UTC
Your healing surge value drops by your level.
Clarification: I don't know whether this means number of healing surges or number of hit points received from a surge. If it's number of surges, then the following penalty makes sense. If it's hit points received, then it should be either/or, as that's already a heavy penalty.

I meant the number of hit points received. At no point in this process do they lose surges, so it means that it's especially dangerous to keep pressing on, since you may be in a situation where you need to regain your hit points. I picked "your level" since the worst class (for health) only gains 4 hp per level, so at no point will this swallow up their entire healing surge value... shit, except maybe at level 30 or so when the initial bump due to 1st level and your Constitution score stop being such a big deal. Dammit. These things are harder to scale than you'd think, eh? Almost done my revision (which steals heavily on your ideas and the wikipedia entry on marathons).

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Re: Extending this system kearsley April 18 2009, 14:53:38 UTC
(I had to split things up a bit because there's a length limit on comments ( ... )

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