3 Comments

I would certainly consider these rules for particular scenarios involving a tourney, grande melee, or perhaps in a pitched battle. Would be too fiddly for me in the average adventure setting. I appreciate how you broke down the affects you would look for and then tried to model them in the various systems. For systems with levels, I might want that involved more directly, but I can't figure out a way w/o creating some "resource" that you would have to increment down -- which violates one of your mechanical preferences. Good read!

Expand full comment

Definitely a solid way to introduce exhaustion into a game. Not sure that I would start the rolls on the 4th round (after a mere 18 seconds of combat?), but I'm sure that's something that could be tweaked. TBH, having never worn armor beyond chainsaw chaps, you could very well be right on the money with choosing the 4th round.

Alternatively, for games with 3D6 attributes, you can chuck the dice rolls and go with a Constitution or Endurance based stamina. Winded automatically kicking in at the round number equal to half the character's constitution and Exhausted happening at the round equal to the Constitution.

Regardless, I think the armor's weight (encumbrance?) has to be a factor. And what to do about magic armor? Each plus a DM towards making the Constitution save?

Expand full comment
author

Thanks for taking to time to trudge through all that, DED. ;)

Just to respond to a couple of points — yeah, the round count is low, agreed, but I’m more exploring the flow of each of these games and providing some mechanics to engage with than looking for a simulation of ‘say, when *exactly* would these knights get tired?’

(One thing to consider in this kind of life-or-death stuff… check out how quickly UFC fighters get winded after just a few minutes of intense action — and they are not wearing armor, or helmets that restrict breathing.)

And you know, I fully intended to model one of the games with something along the lines of “staying power equal to 1/2 CON + Fighter level” or the like, and I simply forgot! It’s a cool (and commonly used) idea, and probably a better model for knights and warriors with more experience and training.

In terms of modeling armor weight or quality, magical armor and the like — I’d consider that beyond the scope of what I was trying to do here, given my focus on more abstract systems. Still I’m sure those could be factored in pretty easily.

Cheers!

Expand full comment