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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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.

Mainly I want there to be a mechanic for making players stop pushing themselves. It's all well and fine to make extended rests to get back dailies, but I don't want them to just walk for 10 days (and nights) straight without stopping because there isn't a rule to stop them. Also, skill challenges are mostly meant for the group as a whole to help with. I guess I could run them through that medium, but I don't want the more endurance-oriented characters to allow the other ones to push through. That's not how actual endurance in groups work, since the most tired and slow person slows the entire group down. In a skill challenge, anyone not trained in Endurance would say "I try to aid another" and only have to shoot for a 10, whereas the rest would be able to walk through this skill challenge laughing. Maybe you run it way better than I can think of right now (a strong possibility since it's the morning), but I don't see the solution in a skill challenge.

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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...

I am inclined to think that skill challenges need some modification from the base rules to function really. I think the published skill challenges, that seem to be based on a much more elaborate system than that presented in the DMG, bear out that suspicion! One of the things I do is reduce opportunities for Aid Another checks, increase the difficulties or penalize them in some other way.

That being said, I kind of like the idea that the whole party works together to handle Endurance checks. The slowest person in a group sets the pace - which determines how far they can move before they begin having to make challenges and how quickly penalties accumulate. Given that, I do believe that challenges to Endurance should be experienced as a group rather than as a collection of individuals - in my own experiences with going through long slogs (I think especially of portages, here) group dynamics are tremendously important - one person who is able to cheerily breeze through something difficult can improve a group's spirits, while an inveterate whiner can bring everyone down. Furthermore, a big part of the mythology of my setting is the idolization of adventurers and thus, of adventuring parties - so the idea of group based endurance checks plays well into that feel. Your mileage may vary on that, obviously.

I skimmed Kearsley's comment below, although the intricacies of his system are beyond me before noon or a second cup of coffee, what I would say is that, further to the group idea, I like the concept of the leaders playing a more active role. I will have to consider this further...

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