RULES FOR ADDED REALISM
Some like their games to be high adventure in the vein of a Conan tale or a Die Hard flick. Others want the player characters to be more like Solomon Kane or someone closer to Real Life.

The rules in this section are for those groups who would like to rein in the epic (some might even call it cartoony) feel of combat and physical activity in the D20 System Games.

Combat Fatigue (by The Great Heirophant)
How long can your character continually battle against the enemy without collapsing? Ten minutes, twenty minutes? Boxers fight a maximum of 45 minutes, kickboxers usually 1/2 to 1/3 that time. However, these people have rest breaks and pace themselves. In life and death combat, combatants often do not have the luxury of rest and pacing. Most battles are often ferocious affairs, with characters constantly moving. Hesistation is often death. As battles tend to lengthen from seconds into minutes, the weight of weapons and armor slowly wear a character down. His energy is expended striking, dodging, blocking, casting, and this will wear a character down, eventually. After ten minutes of constant or near constant battle, (ten turns), the body slows down. At this time, the following will occur:
A character must make a Fortitude save against DC 10 or suffer a -1 penalty to to hit, damage, AC, and initiative. At every turn rounds afterwards, the character must make another fortitude save against DC 10 + (10 - turn number). Thus, turn 13, (thirteen minutes of combat), the DC would be 13. On turn 22, the DC would be 22. Like the rule of Weakness, if a character fails a saving throw, she suffers cumulative -1 penalties every three turns from the turn she failed her save.
Exhaustion penalties will disappear for 5 turns of rest for every -1 penalty accumulated. Of course, the proper Potions and magic can wipe fatigue away instantly.

Weakness and Wounds (by The Great Heirophant)
As a person gets wounded in battle, his or her effectiveness drops considerably. Pain, wounds, and blows as combine to lessen the combat effectiveness of a character. A character suffering from blood loss has a hard time thinking and seeing clearly. Painful wounds tend to slow down a character and make her strokes less true. Bones become fractured by blows, muscle groups, tendon, and ligaments get severed, making movement of the body's members stiff and unnatural. Characters in serious pain have increasing difficulty in continuing to counter an opponent and dodge his blows.
When a character reaches 50% of her HPtotal, she must make a Fortitude save (DC 15), or suffer a -1 penalty on her attack rolls, armor class, damage, saves, and initiative checks. If she makes the save, she suffers no penalties at this time. The next time she takes damage that greater than or equal to 10% of her maximum Hit Points from a single blow, she must make another save, and for each additional save, the DC is increased by one. each case, if she fails her roll at any one of these levels, she accumulates another -1 to hit, AC, damage, and initiative each time she suffers a major hit of 10% of her max HP. The penalties are cumulative.
Weakened/wounded characters are no longer weakened if they are healed to above the 50% HP, or are treated by someone with the Healing skill, who must roll a skill check against the DC of the level of which they failed their save, DC 15+
As in real life, penalties for Weakness/Wounds and Fatigue stack.

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