Over at Gaming Ballistic recently, Douglas Cole wrote about modeling short term combat fatigue in GURPS. He did this by assigning point costs to actions, and allowing characters to recover points by taking a quick breather. This would achieve his goal of duplicating the lulls in combat as the opponents catch their breaths. This instantly made me consider how we could achieve the same effect with Charlie’s cascading dice mechanic.
Rules
Everybody gets a stamina die, maybe d4 for less fit characters like casters, d6 for more fit characters, and maybe even a d8 for those guys who just never quit. The player rolls their die along with any strenuous action: fighting, defending, running, climbing, etc. Following the usual cascading dice method, you fall down a die size whenever you roll a one.
With each die below your normal level, you take a cumulative -1 penalty to physical actions. If you fall below a d4, you’re Stunned, Shaken, or whatever condition in your system du jour represents the inability to act.
Resting
At any time, you can take your turn to rest. This restores one die level, up to your character’s maximum. You can combine this with things like drinking a potion, aiming a weapon, or other non-strenuous actions. Also, spending a turn Stunned (or whatever) counts as a rest for recovery purposes.
Example
Fi Tor the warrior swings his mighty battle ax, rolling his d6 stamina die along with his to-hit die/dice. He hits, and rolls a six for stamina. All is good.
The foul enemy returns the attack, and our hero parries the succession of blows. Fi Tor, however, rolls his stamina die for his defense, and rolls a one. His stamina die drops to a d4, and he’s now taking a -1 penalty to his attacks (maybe his defenses too?)
Instead of attacking on his turn, Fi Tor hunkers down behind his shield to catch his breath, thus returning to his usual d6 stamina die, and removing his penalty.
Closing Thoughts
I haven’t tried this out yet, but it sounds workable. Applying the fatigue penalty to defenses seems realistic, though potentially brutal. Interestingly, this mechanic also opens up the strategy of ganging up on a powerful opponent not to damage them initially, but rather to force repeated fatigue rolls to tire them out. Thoughts?
New Post From @intwischa : Mechanic Idea: Fatigue Dice https://www.t.co/RT9E1Ryuzb #RPGBA
I have been impressed with this simple mechanic and the variants that it can be applied to, such as ammunition, extreme environment equipmen, and now fatigue. The only issue that I have with the use of the mechanic in this context, is that I’m not sure if it adds, for me, to the fiction (and thus adds to the fun factor).
For example, in the average D20 style combat, I would be reluctant to add this mechanic. In my 13th Age game, my players characters are heroes, or at least potential heroes. Charging massed foes and carving their way through monsters is part of the idiom, and in this kind of heroic fantasy, potentially getting exhausted whenever you start swinging your sword just is not the vibe I am looking for. However, I think if there was a prolonged chase or running battle, or some major forced march before facing an incredible foe, those would be times I would love to put in this mechanic, for the flavor of the moment.
On the other hand, I can imagine wanting to use this much more frequently in a grittier setting; something where the reality of battle, exhaustion and death were part of the recurring story.
Way back when, RuneQuest (in its Third Edition) tried to introduce fatigue through a complicated point economy, and I hated the system and ignored it, because while having the added realism in the dangerous world of Glorantha seemed attractive, the system was so fiddly that it was simply no fun (for me, YMMV, YGMV) and so no reason to bother with the rule.
On the other hand, this simple but seemingly effective mechanic would truly be a boon. Too bad you were not on the RQ3 design team.
Thank you, as always, for sharing intriguing and innovative ideas.
Absolutely, you’d only want to use this where it makes sense thematically. Supers games, high fantasy, and other genres where the heroes are supposed to be more than human would be right out. Thanks!