Subject: RQ Digest, Volume 1, Number 4 This issue: Goofs and blunders RQ fatigue -------- From: firstname.lastname@example.org (Andrew Bell) Subject: Goofs and blunders Due to an overcrowded mailer, you may or may not have gotten Volume 1, Number 3 of this journal. I have no idea. If you didn't get it, please let me know... Goof 2: To the RQ II fan who returned the survey without grading various things because the survey was vaguely RQ III based: I lost it. I could have sworn I saved it, but it has disappeared. Could you mail me it again, or at least let me know who you are? -------- From: email@example.com (Andrew Bell) Subject: RQ fatigue There seems to be a general consensus that the RuneQuest III fatigue system just isn't worth the paper it's printed on. Perhaps we can groupthink an improved system, and here are a few ideas to improve it... 1) Carrying weight around does not affect your fatigue points, just your fatigue effect. I.e., if you are carrying something that puts your fatigue effect to more than -1 your fatigue, you just have a hefty minus on all relevant actions. The act of carrying a heavy weight around should affect your fatigue, but picking up another human being does not instantly exhaust you. However, it is extremely difficult to melee while carrying another human being, which is very reasonable. The amount of weight you can lift is dependent on your strength, and affected by any negative fatigue points. Thus if a typical man (say 24 fatigue) has been meleeing for 24 rounds, he has a -3% to his chance to lift anything. This sounds a little small: perhaps a better system would be the negative fatigue points as a percentage of the total fatigue points, i.e. -3 would be about -12.5% on his lifting effect. It depends on how you want to work lifting; the idea of a resistance roll has always seemed silly to me for this sort of thing as lifting ability tends to be fairly constant. It is one area I would like to see a bell curve-type distribution. But I digress: my suggestion is that the fatigue negative (as a percentage of fatigue points) is the reduction in effective strength of the character. You might want to use this as an actual strength value for the character, and thus affecting damage bonus and ability to wield various heavy weapons. 2) Fatigue should be broken down into two types, adrenal and basic.(better name, anyone?) Adrenal fatigue is short-term; it is quickly recovered, like a quick sprint that has you gasping for breath but you are able to sprint again a short time later. Basic fatigue is the more long term type, that can only be recovered with long term rest, which for simplicity we say is totally recovered by eight hours of rest. You start taking basic fatigue at the rate of 10% of your fatigue total every hour after 10 that you've been awake, or something like that. The concept of adrenal fatigue is useful, since you could allow characters to use additional fatigue for more superhuman effort. This in particular should be a talent of berserker-types. As you may notice, this article is a little less organized than the previous ones. This is intentional. I'm trying to get feedback from you folks, as we try to work towards an "ideal" set of rules modifications that we can ultimately organize and perhaps freely distribute. In cases of severe disagreement, we can present several options. Anyway, any comments? I think this is a step in the right direction, towards a reasonable set of fatigue rules. The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above is the responsibility of the originator, and copyrights are held by them. RuneQuest is a trademark of either Chaosium or Avalon Hill. Send submissions, mailing list changes, old article lists, etc. to firstname.lastname@example.org email@example.com or ...!mcnc!duke!acb Request old articles by volume number and issue number.