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T O P I C    R E V I E W
Mace Hammerhand Posted - 21 Apr 2006 : 08:34:21
D&D is a heroic game, but even heroes have limits... Combat cannot go on forever, anyone who ever held a sword should know this.

In my campaign I already have implemented a rule for the one elven moonwarrior, he can summon his shadow for roughly CON in minutes. Should he summon more than that his current hitpoints, for stamina's sake, immediately drop to 50% and take an additional point of nonlethal damage per round until he drops unconscious.

Are there any rules covering this topic for combat's sake? Something in the vein of "How many combat rounds a character can figfht until he suffers penalties on attack, AC etc" ?
13   L A T E S T    R E P L I E S    (Newest First)
Mace Hammerhand Posted - 19 Sep 2006 : 12:13:48
I'm planning on letting my PCs help in the conquest of Felbar and as such it will probably be a battle that takes a little longer... we'll see
Tio Posted - 19 Sep 2006 : 10:31:09
Well, my PCs just had their first battle. This took 13 rounds, quite long for a battle between 6 PCs (1st level) and 3 Worgs and 6 Orcs. But then, they did fail a lot. And I brought 3 of the PCs to death's door.

They thank me now that they didn't just die at 0 hp.
Alisttair Posted - 19 Sep 2006 : 01:56:13
Like previous posters said, battles aren't usually long enough to warrant a fatigue level. The longest battle I've had was 7 or 8 rounds, summed up as less than a minute...and this was a big battle lol oh dear...maybe I should use more evil tactics.
Mace Hammerhand Posted - 08 Sep 2006 : 12:27:54
quote:
Originally posted by stormcrow1618

quote:
Originally posted by Fletcher

Also if you use the optional rules about armor granting damage reduction, then combats last much longer. Imagine two guys in heavy armor swing longswords at each other, only able to do a maximum of 3 points of damage on a non critical hit. If you have 45 HP, that is going to be a looong fight.



Where can I find this optional rule? I'm assuming that under this rule, armor grants DR equal to its AC bonus, but what would an enhancement bonus as a result of masterwork quality or enchantment on top of that apply to, AC (making you harder to hit) or DR (making you harder to damage)? I would imagine that in most cases it would apply to DR, but I'm curious how the rule is written.



The rule is in Unearthed Arcana.
stormcrow1618 Posted - 08 Sep 2006 : 09:55:50
quote:
Originally posted by Fletcher

Also if you use the optional rules about armor granting damage reduction, then combats last much longer. Imagine two guys in heavy armor swing longswords at each other, only able to do a maximum of 3 points of damage on a non critical hit. If you have 45 HP, that is going to be a looong fight.



Where can I find this optional rule? I'm assuming that under this rule, armor grants DR equal to its AC bonus, but what would an enhancement bonus as a result of masterwork quality or enchantment on top of that apply to, AC (making you harder to hit) or DR (making you harder to damage)? I would imagine that in most cases it would apply to DR, but I'm curious how the rule is written.
Purple Dragon Knight Posted - 21 Apr 2006 : 19:02:15
IMC, PCs can fight/cast spells up to the Con in rounds, after which time they must make a Fort save DC 15 (+1 to DC for every round successfully saved) or become fatigued. Once fatigued, the clock 'resets' and they can fight up to the Con in rounds, after which they must make a Fort save DC 15 (+1 to DC for every round successfully saved) or become exhausted.

This rule has given a whole new meaning to the Tireless feat...
Faramicos Posted - 21 Apr 2006 : 16:28:50
I have discussed this with lots of my friends and we agree that for the health of the game we wont put limitations on this part of the game. As you said, D&D is a game of heroes, so let them feel like it and enjoy the flowing battle...
Fletcher Posted - 21 Apr 2006 : 15:32:03
Also if you use the optional rules about armor granting damage reduction, then combats last much longer. Imagine two guys in heavy armor swing longswords at each other, only able to do a maximum of 3 points of damage on a non critical hit. If you have 45 HP, that is going to be a looong fight.
Kentinal Posted - 21 Apr 2006 : 12:58:52
Under the rule set one becomes fatigued as a result of hustle, spell, lack or food or water, cold, heat, in fact many types of nonlethal damage, but not all.

For actually swinging a sword there is no rule that I know of, however you might consider something like if combat rounds exceed Con scrore, one becomes fatigued taking one point of nonlethal damage per round higher then Con (applying other rules for nonlethal damage, that is recovers at the rate of one point per hour and if nonlethal damage exceeds hit points one becomes unconsious).

This might upset game balance for low Con and/or low hit point characters.
Mace Hammerhand Posted - 21 Apr 2006 : 12:33:14
True enough, so far the situations hasn't occured.

However, I intend to put my players through some very challenging encounters (old 1st edition module "Ravager of Time") where they will have to face, after having been aged to venerable age, their younger duplicates, and a few other nice things... *cue evil laughter*

Whereas the group so far has disposed most of their enemies rather quickly, I fear that in this instance things will be far from clear cut. It might take quite a while longer to win, since the duplicates have all the characters' powers, equipment and so on. Thus I can basically stop holding back and not pull my punches, in which case the duplicates will be very heavy hitters. Stronger than the PCs at any rate.

Although I don't intend a TPK I want to be prepared.
Kaladorm Posted - 21 Apr 2006 : 12:25:52
How long do your combats generally last? Remember a single round is 6 seconds, and a well trained and fit swordsman could probably keep up his skills for 'at least' 5 minutes before faltering a little.

I don't know about you but our combats rarely if ever last more than 30 rounds of intense action
Mace Hammerhand Posted - 21 Apr 2006 : 12:19:46
I remember this part...now :-/ but didn't it only cover movement and forced marches etc?

I can see how this can be adapted to combat, but one would still have to set a specific number of rounds/minutes of continuous combat to make exhaustion/fatigue take effect...

That was what I was aiming for.
Kentinal Posted - 21 Apr 2006 : 11:43:02
" 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. "

" 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. "

Both these rules effect combat to hit and damage, the Dex adjustment could remove any AC nonus and reduces chance of succeeding a Reflex save.


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