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.