A Solution for all that Burning...?
Posted: Sat Jul 16, 2011 3:56 pm
No, not Lanacane.
I had half a mind to save this up, develop it further and make it part of my own 'third-party' pdf supplement for DCC RPG. But in reality, I'm not going to get around to a supplement dedicated to DCC RPG.
So here is an idea I pitched to Joe a few months back...
I was working on a draft of a home-brewed DCC character sheet, when I realized that all of the attributes have 'stuff' out along next to them (missile attack/dam, languages, etc.) except for Stamina and Personality, which only feed into Fort and Will saves. That's a pretty significant 'only', but I wondered what other bits could fill in that space.
I realized that both could have a Fatigue element added to them. Stamina would relate to physical fatigue and Personality would relate to mental fatigue. After each of those Attributes there could be some check boxes.
Something like:
Stamina 10 (+0) ........ Physical Fatigue |_|_|_|_|_|_| ........ Fort Save +2
Personality 13 (+1) ........ Mental Fatigue |_|_|_|_|_|_| ........ Will Save +1
Each box checked off could translate to a -1 penalty to any d20 roll that would logically be affected by the type of fatigue checked off. Physical feats like fighting, climbing, jumping and so on would be limited by, yes, the Physical Fatigue (perhaps Speed, too, if five or more boxes are checked [then -5 to Speed?]). And things like spellcasting, searching, tracking, calculating would be limited by Mental Fatigue.
Some Sample Causes of Fatigue:
Hard day's ride overland: 2 boxes of Physical Fatigue
Too much to drink last night: 1d3 boxes of Mental Fatigue
Stayed awake 24 hours: 1 box of each, plus 1 box of each for each additional 3 hours.
Some types of poisons: 1 box or more of either or both
Extended hard labor to remove giant gems from giant idol's eye sockets: 1 box Phys.
Swim a Channel: 1d4+1 boxes Phys
Doing your own taxes: 2 boxes Mental
Recovering from Fatigue might be as simple as an extended breather or a good night's rest, or may take longer, all depending on the source of the Fatigue (poisoning might well take longer or need an antidote to recover overnight). Those folks with higher attributes might not be subject to as much Fatigue as others, marking off the first boxes with a dot, equal in number to their attribute bonus, to indicate there is no effect at this stage. For example:
Personality 13 (+1) ........ Mental Fatigue |•|_|_|_|_|_| ........ Will Save +1
When this character accumulates Mental Fatigue, the first box checked has no affect on them. If they suffer 2 points of Mental Fatigue from a night of hard drinking, the same as all of their comrades, they only suffer a -1 penalty to any appropriate rolls, whereas others might suffer the full -2 penalty. In this example, anyone with a attribute modifier of +2 would suffer no ill effects from the night's bender...
I think the general concept works as fairly 'rules light' and it's very versatile. It's better (IMO) than fussy encumbrance rules, but can easily be used to simulate encumbrance (heavy load = 1 or more boxes of Physical Fatigue while borne, and perhaps for a short while after). It opens up an area of damage that's beyond hit points and attribute damage, and does it without much fuss (deeper injuries could be simulated with Physical Fatigue that lasts an extended time; a crit to the head might make for Mental Fatigue as well as normal hp damage; imagine the monster that attacks your mind with 'psionics' by causing Mental and/or Physical Fatigue...!). Mental Fatigue can even be used as a fair simulation of Sanity for those more Lovecraftian Appendix N forays (fill up six boxes and consult the Madness Table)... 'Burning' Physical Fatigue boxes might work as an alternate for the 'Skillburn' Attribute Burn idea from the forums (i.e. becoming FatigueBurn -- only named something better than FatigueBurn).
If there are mechanical obstacles to the concept, I haven't bumped into them yet. It seems fairly easy to apply and track, and something with potentially more of a narrative angle to it than hit points (not that I'd throw hit points out, obviously).
Anyway, I hope at the least, this wasn't a complete loss of time to read. : )
So, yeah, how would that work if characters could also choose to burn Fatigue to improve their rolls? Instead of burning Luck or another stat, you could burn Fatigue, and recover it with rest? I don't think it would completely replace the Burning of Attributes, but it could make a useful alternative choice.
I had/have a plan to use these rules in the campaign idea I had, since I want Lovecraftian elements in the story, and this would make an equivalent to CoC's Sanity rules easy (I've got the ideas, just not the time/players to run it). So I admit, I haven't seen these rules in action at all.
But I'm curious what merits they may or may not have in your eyes...
Again, thanks for reading.
I had half a mind to save this up, develop it further and make it part of my own 'third-party' pdf supplement for DCC RPG. But in reality, I'm not going to get around to a supplement dedicated to DCC RPG.
So here is an idea I pitched to Joe a few months back...
I was working on a draft of a home-brewed DCC character sheet, when I realized that all of the attributes have 'stuff' out along next to them (missile attack/dam, languages, etc.) except for Stamina and Personality, which only feed into Fort and Will saves. That's a pretty significant 'only', but I wondered what other bits could fill in that space.
I realized that both could have a Fatigue element added to them. Stamina would relate to physical fatigue and Personality would relate to mental fatigue. After each of those Attributes there could be some check boxes.
Something like:
Stamina 10 (+0) ........ Physical Fatigue |_|_|_|_|_|_| ........ Fort Save +2
Personality 13 (+1) ........ Mental Fatigue |_|_|_|_|_|_| ........ Will Save +1
Each box checked off could translate to a -1 penalty to any d20 roll that would logically be affected by the type of fatigue checked off. Physical feats like fighting, climbing, jumping and so on would be limited by, yes, the Physical Fatigue (perhaps Speed, too, if five or more boxes are checked [then -5 to Speed?]). And things like spellcasting, searching, tracking, calculating would be limited by Mental Fatigue.
Some Sample Causes of Fatigue:
Hard day's ride overland: 2 boxes of Physical Fatigue
Too much to drink last night: 1d3 boxes of Mental Fatigue
Stayed awake 24 hours: 1 box of each, plus 1 box of each for each additional 3 hours.
Some types of poisons: 1 box or more of either or both
Extended hard labor to remove giant gems from giant idol's eye sockets: 1 box Phys.
Swim a Channel: 1d4+1 boxes Phys
Doing your own taxes: 2 boxes Mental
Recovering from Fatigue might be as simple as an extended breather or a good night's rest, or may take longer, all depending on the source of the Fatigue (poisoning might well take longer or need an antidote to recover overnight). Those folks with higher attributes might not be subject to as much Fatigue as others, marking off the first boxes with a dot, equal in number to their attribute bonus, to indicate there is no effect at this stage. For example:
Personality 13 (+1) ........ Mental Fatigue |•|_|_|_|_|_| ........ Will Save +1
When this character accumulates Mental Fatigue, the first box checked has no affect on them. If they suffer 2 points of Mental Fatigue from a night of hard drinking, the same as all of their comrades, they only suffer a -1 penalty to any appropriate rolls, whereas others might suffer the full -2 penalty. In this example, anyone with a attribute modifier of +2 would suffer no ill effects from the night's bender...
I think the general concept works as fairly 'rules light' and it's very versatile. It's better (IMO) than fussy encumbrance rules, but can easily be used to simulate encumbrance (heavy load = 1 or more boxes of Physical Fatigue while borne, and perhaps for a short while after). It opens up an area of damage that's beyond hit points and attribute damage, and does it without much fuss (deeper injuries could be simulated with Physical Fatigue that lasts an extended time; a crit to the head might make for Mental Fatigue as well as normal hp damage; imagine the monster that attacks your mind with 'psionics' by causing Mental and/or Physical Fatigue...!). Mental Fatigue can even be used as a fair simulation of Sanity for those more Lovecraftian Appendix N forays (fill up six boxes and consult the Madness Table)... 'Burning' Physical Fatigue boxes might work as an alternate for the 'Skillburn' Attribute Burn idea from the forums (i.e. becoming FatigueBurn -- only named something better than FatigueBurn).
If there are mechanical obstacles to the concept, I haven't bumped into them yet. It seems fairly easy to apply and track, and something with potentially more of a narrative angle to it than hit points (not that I'd throw hit points out, obviously).
Anyway, I hope at the least, this wasn't a complete loss of time to read. : )
So, yeah, how would that work if characters could also choose to burn Fatigue to improve their rolls? Instead of burning Luck or another stat, you could burn Fatigue, and recover it with rest? I don't think it would completely replace the Burning of Attributes, but it could make a useful alternative choice.
I had/have a plan to use these rules in the campaign idea I had, since I want Lovecraftian elements in the story, and this would make an equivalent to CoC's Sanity rules easy (I've got the ideas, just not the time/players to run it). So I admit, I haven't seen these rules in action at all.
But I'm curious what merits they may or may not have in your eyes...
Again, thanks for reading.