types of various emotions and feelings (fatigue, anger)
Sept 5, 2020 21:19:49 GMT -5
The Perilous Dreamer likes this
Post by hengest on Sept 5, 2020 21:19:49 GMT -5
I make this thread here because I may try to formulate some of this into tables or for use in some other form--i.e.--my preliminary house rules, etc. . For now, it could go in a general discussion forum, but since it's unlikely to be of general interest, I'll put it here in the hopes that eventually, I'll make it coherent and usable.
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Types of fatigue:
If mechanical effects used, this straddles the line between crunch and fluff. Maybe what this means is: in my design, I should think about creating an environment where players take seriously the effects that the ref tells them about, rather than double-dipping (here's a mechnical hit I'm imposing, AND the players are expected to take it seriously.)
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Types of fatigue:
- Your mind is temporarily damaged by fatigue. Your mind hit the wall before your body did. Your personality is intact, you can do what you need to do to take care of yourself, speak, and so on, but complex mental tasks are very difficult. You feel as if you are drowning when you try to execute them. Spellcasting, tense negotiations, mapmaking, such things leave you "scrambling" and "gasping for breath" inside your mind. You have trouble connecting pieces of the task. (Hit to INT? Or: INT capped? Or both. INT over 12 capped at 12, 12 and under, at -3 until rest.)
- Your mind is intact but your body is exhausted. You have pushed yourself beyond your limits, but not to the point of injury. When you lie down, your mind is clear, if not particularly active, but your body feels like it is barely sustaining itself. You are aware of little but your heart and lungs as they try to "catch up" to the physical tasks you have already completed. You "borrowed ahead too much" and now it would take great effort to do anything but lie and breathe while your heart beats. As long as you are still, however, you can think clearly. (Hit to CON, as above?)
- Emotional exhaustion. After a long period of stress and fear with no respite and no sense that you have any control over events or your part in them, you may reach this state. Perhaps this is not a state for PCs. Prisoners, victims of abuse, as well as adventurers who have touched something truly terrible for a long time without opportunity to recover, may enter this state. A person in such a state may be physically and intellectually more or less well, but may respond strangely to situations, refusing to act in accordance with (previously held) moral principles. As above, it takes great effort of will to "push through" this kind of exhaustion, perhaps even more, as this exhaustion affects the will more or less directly. (WIS affected, as above.)
If mechanical effects used, this straddles the line between crunch and fluff. Maybe what this means is: in my design, I should think about creating an environment where players take seriously the effects that the ref tells them about, rather than double-dipping (here's a mechnical hit I'm imposing, AND the players are expected to take it seriously.)