Cleggster
Topic Author
Posts: 9
Joined: Sun 08 Nov 2020, 03:57

Fatigue Reduction

Wed 10 May 2023, 04:55

So I just finished my first full session in the 2nd edition. And I was struck by how fast the party accumulated fatigue. And an idea came to me while running the game that I would like to put past you all.

The players made a trip of about 90 miles down the Greenway. They will next make a journey across the lone lands to their destination. On the way down the road, they accumulated 8 points of fatigue. Since I counted the stop before going off-road at the end of the first leg, I allowed for a fatigue reduction roll. So now they all have about 5-7 points and the hard part of the journey is about to begin. I don't see how they could not to weary when they arrive. And there will be fighting.

And while I have no problem with them being all tuckered out when they get there, it seems kinda random with no way for the players to affect the result.

The idea that struck me was that a few of the Event rolls were rather good, with bonus success. I was thinking about letting the players reduce the gathered fatigue by the bonus amount. eg. If the Hunter got Great for an Ill-Choices event, they would get 1 instead of 2. I was wondering if any people who have played more already think that would unbalance anything? Or is there already a rule regarding this that I am just missing?

For the first adventure, I want to stick to RAW, but I am leaning toward implementing this idea. I like to reward success with the players.
 
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Harlath
Posts: 597
Joined: Sun 19 Jul 2020, 10:40

Re: Fatigue Reduction

Wed 10 May 2023, 10:13

That sounds like a lot of fatigue. Am I misreading the first post, or did they get 8 fatigue from a journey of 90 miles (less than five hexes, particularly as you don't count the starting or destination hex)?

As a player and loremaster I've had much longer journeys without that much fatigue.
 
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Hornbach
Posts: 26
Joined: Fri 13 Jan 2023, 21:54
Location: United States of America

Re: Fatigue Reduction

Wed 10 May 2023, 15:55

In my experience fatigue just varies depending on the luck of the roll. You'll be fine.
 
Cleggster
Topic Author
Posts: 9
Joined: Sun 08 Nov 2020, 03:57

Re: Fatigue Reduction

Thu 11 May 2023, 01:29

Oops. I meant 9 hexes. aka 180 miles. My brain keeps trying to associate with the old maps.

Yeah, we will see how it goes. I'm not gonna start ripping the guts out until I get a little more play time in. I don't want to make it too easy.
 
mrdabakkle
Posts: 75
Joined: Mon 01 Jun 2020, 18:15

Re: Fatigue Reduction

Sun 14 May 2023, 14:57

Oops. I meant 9 hexes. aka 180 miles. My brain keeps trying to associate with the old maps.

Yeah, we will see how it goes. I'm not gonna start ripping the guts out until I get a little more play time in. I don't want to make it too easy.
Your guide must have failed a few times. If we assume that the guide succeeded on all their travel rolls with no tengwars they would have gotten 2 events. First roll move 3 hexes and then event, second roll move 3 hexes and then event, 3rd roll move 3 hexes and reach the last hex with an event. The guide really should be at 3 skill ranks and maybe a useful item. Don't forget features too they might be able to get inspired from. Also mounts reduce fatigue by their vigour. Dwarves and Bardings start with a mount at vigour 2 and Hobbits and Bree Men have mounts that start with vigour 1.
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