13. FATIGUE AND EXHAUSTION
Exhaustion can be measured
in HP of damage.
For example, 1-3 HP of damage
for exhaustion.
(A1-4, Chapter
1)
(cf. A1-4.93)
Forced Movement (DMG) | Special Note Regarding Fatigue (DMG) | Fatigue && Exhaustion (DSG) | Fatigue && Exhaustion (WSG) | - |
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Q: If a character
has been fighting or
doing something very strenuous
for
a long time, would he still
be able to
use his strength bonuses?
A: See the fatigue
rules on page 88 of the
Wilderness Survival Guide.
(144.7)
The long periods of time required for an
expedition to penetrate
far underground, and the large
amount of equipment that the
members of such an expedition must carry
along with them,
mean that character fatigue &&
exhaustion must be considered
in the context of the deep underground
adventure.
Fatigue, as noted on page
69 of the DMG, is influenced by a
wide variety of factors. The intensity
of a character’s activity, his
personal stamina, and the conditions under
which the exertion
occurs all determine the extent to which
a character becomes
fatigued. These fatigue rules are intended
as an abstract representation
of how a character can be affected by
fatigue and
exhaustion.
These effects only occur if a character
spends time engaged in
unusually strenuous activities. Merely
marching along, even over
difficult terrain, is not considered such
an activity for purposes of
this rule.
Strenuous Activities: Unusually strenuous activities include:
Even in such cases, a character can avoid
the effects of fatigue
by resting for two
turns after exerting himself for four turns.
As
long as this pattern of rest is maintained,
the character is not susceptible
to the effects of fatigue.
If a character spends six
turns performing an unusually strenuous
activity (without two
turns of REST), the player must make a
CON Check. If the check fails, the character
becomes
fatigued. If the check is successful,
the character can continue to
function normally. If, however, he performs
five more turns of
unusually strenuous activity, the player
must make another Constitution
Check, with the same effects as described
above. If this
second check is successful, but the character
continues to labor,
the next check is made after four turns
of strenuous activity, and
so on until the character must check every
turn. After the first or
any later Constitution Check, if they
have all been successful, the
character can fully recover his strength
himself by spending an
hour (six turns) resting.
If a character becomes fatigued, the following
effects occur
immediately, and last until the character
has an opportunity to
REST for two hours (12 turns).
All of the character’s attribute scores
are lowered by 2, with all
attendant (temporary) losses of hit points,
spells, and combat
bonuses. Henchmen, however, will not desert
because of temporary
lowering of CHA.
In addition, the character must apply a
-2 penalty to all of his
attack rolls, damage rolls, and saves.
A fatigued character can continue to perform
the strenuous
activity that
caused him to become fatigued, but he runs the risk
of becoming exhausted. The fatigued character
must make a
CON Check every turn that he performs
the strenuous
activity, rolling against his revised
CON. If a fatigued character
fails one of these CON checks, he becomes
exhausted.
An exhausted character cannot perform any
voluntary physical
labor. Instead, he must rest until he
has fully recovered. If forced
to act because of a life or death situation
(a monster attack, for
example), the character functions with
the following penalties.
An exhausted character suffers a -4 penalty
to all attribute and
combat scores affected by fatigue. This
penalty is instead of, not
in addition to, the effects of fatigue.
A character can attempt to recover from
exhaustion after one
hour of uninterrupted rest. After this
REST, the player rolls a CON Check,
using the character’s revised CON. If
this
check is successful, the character becomes
merely fatigued. If
the check is unsuccessful, the character
must rest for a full hour
before trying again, and so on until the
character becomes
fatigued instead of exhausted. Recovery
from fatigue occurs as
described above.
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Even the strongest &&
hardiest characters and creatures cannot exert themselves indefinitely
without becoming tired and needing to REST.
If characters on a long journey through
the wilderness press themselves (or their mounts) too hard for too long,
the journey itself may exhaust them long
before they reach their destination.
It is not difficult,
and usually not inconvenient,
for characters to take measures to avoid
the threats of fatigue && exhaustion.
A character runs the
risk of becoming fatigued whenever he <tired?>
engages in strenuous activity for more
than four turns in succession. <4> <define
strenuous>
STRENUOUS
ACTIVITY <>
A character moving
at greater than his full normal movement rate is engaged in strenuous activity;
so is one involved
in melee combat.
Continuous climbing,
swimming
against a strong current,
and moving while severely
encumbered are other examples of strenuous activity.
To avoid the risk of
fatigue, a character must REST for two consecutive
turns after four turns of strenuous activity.
If the character
chooses not to REST, he must make a CON
Check after
exerting himself for six
consecutive turns. Failure on this check
indicates that he is fatigued; success
indicates that he can remain
active for at least five more turns. At
the end of those five
turns, the character must make another
successful CON Check
to keep going. Every time a check is successful,
the time
until the next required check is reduced
by one turn (to a minimum
of one turn). A character with an extremely
high constitution
may be able to keep performing a strenuous
activity for several
hours, but the odds will eventually catch
up with him.
If a character becomes fatigued, he is
immediately beset by
several disadvantages that will remain
in effect until he rests for
two conscutive
hours. All of the ability scores of a fatigued character
except for COM
are lowered by 2, and most incidental
benefits bestowed by the higher scores
are also lost as long as
the character remains fatigued.
Examples: A character with 18 STR who
becomes fatigued
loses his + 1 bonus on “to hit” rolls and has his damage bonus
reduced from +2 to + 1, among other penalties.
A fighter with 18 CON who becomes fatigued immediately
loses 2 hit points for each hit die he has, to reflect the fact
that his actual (temporary) CON score is only 16.
A cleric with 14 WIS who becomes fatigued loses both of his
bonus 1st-level spells. If he has spells currently in his memory,
’two of his 1st-level spells selected at random are lost. If he has
fewer than two 1st-level spells in his memory, higher-level spells
are lost instead. He cannot regain the bonus spells, and must accept
a chance of spell failure on any spell he casts (because his
effective wisdom is now 12), until he is no longer fatigued.
Any Proficiency Check
or Ability Check required of a fatigued
character has a smaller chance of being
successful, because the
die roll is compared to the character’s
current ability score instead
of his normal score.
In addition to all the
penalties brought upon a fatigued character
by the lowering of his ability scores,
he also suffers a -2 penalty
on all attack rolls (“to hit” and damage)
and saving throws.
A fatigued character
can continue to perform strenuous activ
ity, but if he does so he must make a
Constitution Check once per
turn (using his fatigue-reduced constitution
score). If a fatigued
character fails a Constitution Check,
he becomes exhausted.
An exhausted character takes an additional
-2 penalty on all of his ability scores, attack rolls, and saving throws.
He can attempt to defend himself or perform
some other physical action when failure to move would mean risking death,
but otherwise an
exhausted character is not capable of
any voluntary physical activity:
He cannot move under his own power, put
on or take off armor,
build a fire, or do anything else requiring
minimal strength
and muscle control.
If an exhausted character
rests for one hour without interruption,
he can recover from exhaustion by making
a successful CON Check (using the
character’s temporarily reduced constitution score).
If the check succeeds, the character is
only
fatigued instead of exhausted, and he
can then recover from fatigue
by resting for another two hours. If the
check fails, the character
remains exhausted and must rest for another
hour before
again trying to recover from the condition.
A fatigued or exhausted
character can REST while being carried,
as long as he does not have to use any
strength or balance to remain
in the carried position and as long as
he is not being
bounced or jostled while he is being carried.
A robust fighter can
pick up a frail magic-user and drape the
exhausted spell-caster
across his shoulders so that both of them
can keep moving, but
the magic-user will not get his needed
rest if the fighter is moving
in a choppy or zig-zagging path across
rugged or very rugged terrain.
An exhausted character can rest while
he is securely tied to
the back of a horse or some other mount,
but only if the mount is
moving easily (no faster than normal movement
rate) over terrain
that is not difficult for the animal to
negotiate.
Land-based Mounts and Pack Animals
The process for determining
the stamina of a land-based
mount or pack animal is described in the
section on Encumbrance
and Movement. Other info about what certain
types of animals need to remain at full
strength is contained in the
section on Mounts
and Beasts of Burden. The following rules on
the general effects of fatigue &&
exhaustion apply in all cases
not specifically accounted for in other
sections of this text.
An animal will become
fatigued if it is forced to go for two consecutive
days without any food && water,
or if it is forced to subsist
on less than its full normal daily ration
for more than three
consecutive days. To recover from fatigue
due to lack of nourishment,
an animal must be given a full normal
ration of food and water
and allowed to rest for eight hours afterward.
If it does not
receive both the full ration and the full
amount of rest, it will remain
fatigued.
To recover from fatigue
due to overexertion,
an animal must be allowed to REST for
12 hours plus two hours for every hour that
it was overworked.
For instance, a horse that
becomes fatigued because
it was pushed for three
hours beyond the normal limit of its
stamina will remain fatigued
until it is allowed to rest for at least
18 hours without interruption.
A fatigued animal moves
at one-half of its normal movement
rate, but is capable of occasional bursts
of SPEED that enable it to
move at its full normal rate for one round
per TURN. It is not able to
negotiate any terrain in which its full
normal movement rate is 3”;
a fatigued horse cannot move in very rugged
terrain if it is carrying
more than a normal load, and a fatigued
camel cannot move
in very rugged terrain under any circumstances.
The armor class
of a fatigued animal is two places worse
than its normal armor
class (from 7 to 9, for instance), accounting
for the animal’s
slower reflexes. If a fatigued animal
becomes excited, only a
character with proficiency in animal handling
can get it to calm
down - and that character’s chance of
being able to do so is only
as great as the normal chance for a nonproficient
character.
If a fatigued animal is forced to keep
working or moving, there
is a 20% chance per hour, cumulative,
that it will become exhausted.
If it is worked briefly, does not become
exhausted, and
is then allowed to REST for at least an
hour the animal will recover
somewhat; the chance of exhaustion begins
again at 20% after
any rest period of at least one hour.
By working the animal
intermittently as described above (and
being lucky), a character can keep his
mount or pack animal moving
for quite some time even after it becomes
fatigued. But if exhaustion
does set in, he may wish he hadn’t been
so impatient.
An exhausted animal is not just tired
-- it is near death, and in the
absence of magical assistance or some
other aid the survival of
an exhausted animal depends entirely on
chance.
An exhausted animal will stop in its tracks,
incapable of moving
or working any more. It may collapse (25%
chance if unburdened,
50% if carrying a rider or a normal load,
75% if carrying
more than a normal load), and for as long
as it remains incapacitated
the beast will be oblivious to anything
that goes on around
it. An exhausted animal will not become
excited or panicked,
even if threatened by fire; on the other
hand, neither will it make
any attempt to protect itself from attack
or injury.
There is a flat 50%
chance that an animal driven to exhaustion
will die within 1d4 hours. This chance
is checked by the DM as soon as the animal collapses.
If the beast does not die outright, it
may still succumb if it does not have enough strength
to fight off the trauma to its system.
Once per hour for eight consecutive
hours, the DM should roll ld6 and subtract
3 from the result. This yields a number
in the range 0-3, which
represents the number of hit points the
animal has lost during
that hour. If the animal’s hit-point total
reaches 0, it is dead. If it
survives the eight-hour “critical period,”
the animal will regain its
lost hit points at the rate of 2 per hour
and will be recovered from
exhaustion when its hit-point total reaches
its original (pre-exhaustion)
level. At this point the animal is no
longer exhausted,
but is still fatigued.
Flying
Mounts
For a character using a flying mount,
the good news is that the
creature can never become exhausted. The
bad news is that if it
becomes fatigued, the rider stands to
suffer at least as much as
the animal - and perhaps a whole lot more.
The tables on Characteristics of Flying
Mounts <(A,
B,
C,
D)>,
in the section on
Movement and Encumbrance, gives stamina
values for each
creature. As described in the text accompanying
the table, the
first number represents the creature’s
safe flying time (which
may be reduced if it is heavily loaded
down). If a flying mount is
forced to remain in the air for a number
of consecutive turns
equal to its safe flying time, the DMshould
begin
rolling 1d10 on a turn-by-turn basis thereafter
to see if the animal
becomes fatigued. The chance of fatigue
is equal to 10 minus the
second number of the creature’s stamina
value.
Example: A black dragon has
stamina values of 24/6. This
means that the animal can
be ridden through the air for 24 consecutive
turns (four hours) without
a risk of fatigue, but at that
point it must be allowed
to land and rest (not fly) for 6 turns (1
hour) in order to regain
its stamina. If it is not allowed to land and
rest by the end of the 24th
turn, it will become fatigued on any turn
thereafter when the Dungeon
Master rolls 1-4 on 1dlO.
Flying time and rest time
need not be taken in full blocks in order
to avoid fatigue. For instance,
a black dragon can be flown for
12 turns, rested for 3 turns,
flown for 6, rested for 2, flown for 6,
and rested for 1. Thus,
over a period of 30 turns the dragon has
been aloft for 24 turns
and has rested for 6, which is within the
safe limit; it can take
off after the last 1-turn rest period and fly for
as long as 24 more turns
before it has a chance of becoming fa-
.tigued. But if the last
flying period was 7 turns long instead of 6,
the dragon could have become
fatigued on the 7th turn because
its would have been aloft
for a total of 25 turns without getting at
least 6 turns of rest.
Whenever a creature exceeds its safe flying
time (becomes
susceptible to fatigue, but not necessarily
fatigued) and is then
brought to a safe landing, it must be
allowed to have a full rest
period or else it will be subject to fatigue
as soon as it takes to the
air again. In the last version of the
above example, the dragon’s
last flying period was 7 turns long and
with that 7th turn it exceeded
its safe flying time. If it does not become
fatigued during
that 7th turn and is brought to a safe
landing, it must be allowed to
rest for a full 6 turns before taking
off again. If it is taken aloft before
the 6 turns have expired, it has a chance
of becoming fatigued
on every turn that it remains in the air.
Obviously, it is
important for a character to keep careful
track of how much his
mount has flown and how much it has rested;
exceeding the safe
flying time by even a small amount can
cause an extended delay
on a long-distance journey, even if the
animal does not actually
become fatigued.
And what if it does become fatigued? Well,
the character(s) riding
the animal will immediately notice some
changes. On the turn
that fatigue sets in, the animal’s movement
rate will drop to twothirds
of its full normal amount and it will
begin to gradually lose
altitude at the rate of 10 yards per round.
If the creature is not flying
more than 100 yards above the ground and
is not somehow
forced to remain aloft, it will be able
to descend and make a safe
landing in the same turn that it becomes
fatigued.
But if the creature is flying at an altitude
of more than 100 yards
when fatigue sets in, it will still be
in the air when its second turn of
fatigue begins - and that’s when the real
trouble starts for anyone
or anything it is carrying. The animal
will stop moving slowly
and descending gradually, and will instead
go into a steep dive,
plummeting toward a place where it can
rest. Its rider(s) will have
an increased chance of falling while it
is performing this maneuver,
and even if a rider does not fall he must
beware of the sudden
stop at the end of the flight. For every
10 yards of distance the animal
dives before reaching the ground, a rider
will suffer ld2 hit
points of damage at the end of the flight
from the buffeting he receives
when the animal crashes, or bounces, or
skids, to a stop.
This damage is halved for a character
with proficiency in airborne
riding or for a character who is securely
strapped (upper and
lower body) to the back of the mount.
A rider who does not have at
least his lower body strapped tothe mount
will not suffer buffeting
damage; instead, he will be thrown from
the mount when it lands,
suffering 11-40 hit points of damage (3d10+10)
from the abrasion
and impact of his tumble.
When a flying mount becomes fatigued and
lands, it will refuse
to take to the air again for at least
three times as long as its normal
rest period (18 turns for a black dragon),
unless selfpreservation
dictates that it become airborne. If it
takes off again
for any reason before this full post-fatigue
rest period has expired,
it has a chance of becoming fatigued again
on every turn
that it remains aloft.
SUMMARY
FATIGUE \ CHARACTERS (WSG.88)
* All of the ability scores of a fatigued
character except for comeliness are
lowered by 2, and most incidental benefits bestowed by the higher ability
scores are also lost as long as the character remains fatigued.
* Examples:
A character with 18 strength who becomes fatigued loses his +1 bonus on
"to hit" rolls and has his damage bonus reduced from +2 to +1, among other
penalties.
* A fighter
with 18 constitution who becomes fatigued immediately loses 2 hit points
for each HD he has, to reflect that fact that his actual (temporary) constitution
is only 16.
* A cleric
with 14 wisdom who becomes fatigued loses both of his bonus 1st-level spells.
If he has spells currently in memory, two of his 1st-level spells selected
at random are lost.
If he
has fewer than two 1st-level spells in his memory, higher-level spells
are lost instead.
He cannot
regain the bonus spells, and must acceopt a chance of spell failure on
any spell he casts (because his effective wisdom is now 12), until he is
no longer fatigued.
* In addition to all the penalties brought on by a fatigued character by lowering of his ability scores, he also suffers a -2 penalty on all attack rolls ("to hit" and damage) and saving throws.
FATIGUE \ EXHAUSTION
* An exhausted character takes an additional
-2 penalty on all of his ability scores, attack rolls, and saving throws.
FATIGUE \ LAND-BASED MOUNTS AND PACK ANIMALS
* To recover from fatigue due to overexertion
(as described in the section on Encumbrance and Movement), and animal must
be allowed to REST for 12 hours plus two hours for every hour that it was
overworked.
* For
instance, a horse that becomes fatigued because it was pushed for three
hours beyond the normal limit of its stamina will remain fatigued until
it is allowed to REST for at least 18 hours without interruption.
* It is not able to negotiate any terrain
in which its full normal movement rate is 3"; a fatigued horse cannot move
in VR (very rugged) <> terrain if it is carrying more than a normal
load, and a fatigued camel cannot MOVE in VR (very rugged) <> terrain
under any circumstances.
* The AC of a fatigued animal is two places
worse than its normal AC (from 7 to 9, for instance), accounting for the
animal's slower reflexes.
* If a fatigued animal is forced to keep
working or moving, there is a 20% chance per hour, cumulative, that it
will become exhausted.
* If it is worked briefly, does not become
exhausted, and is then allowed to REST for at least an hour the animal
will recover somewhat; the chance of exhaustion begins again at 20% after
any rest period of at least one hour.
FATIGUE \ LAND-BASED MOUNTS AND PACK ANIMALS
\ EXHAUSTION
* It may collapse (25% if unburdened,
50% chance if carrying a rider or a normal load, 75% if carrying more than
a normal load), and for as long as it remains incapacitated the beast will
be oblivious to anything that goes on around it.
* There is a flat 50% chance that an animal
driven to exhaustion will die within 1d4 hours.
* Once per hour for eight consecutive
hours, the DM should roll 1d6 and subtract 3 from the result.
* This yields a # in the range of 0-3,
which represents the # of HP the animal has lost during that hour.
* If the animals HP total reaches 0, it
is dead.
* If it survives the eight-hour "critical
period," the animal will regain its lost HP at the rate of 2 per hour and
will be recovered from exhaustion when its HP total reaches its original
(pre-exhaustion) level.
FATIGUE \ FLYING MOUNTS
STAMINA = #/# (fly/rest)
STAMINA = #/# (fly/rest), in turns
* If a flying mount is forced to remain
in the air for a # of consecutive turns = to its safe flying time, the
DM should begin rolling 1d10 on a turn-by-turn basis thereafter to see
if the animal becomes fatigued.
* The chance of fatigue is = to 10 minus
the second number of the creature's stamina value.
* Example: A black dragon has stamina values of 24/6. This means that the animal can be ridden through the air for 24 consecutive turns (four hours) without a risk of fatigue, but at that point it must be allowed to land and rest (not fly) for 6 turns (1 hour) in order to regain its stamina. If it is not allowed to land and REST by the end of the 24th turn, it will become fatigued on any turn thereafter when the DM rolls 1-4 on 1d10.
* For instance, a black dragon can be flown for 12 turns, rested for 3 turns, flown for 6, rested for 2, flown for 6, and rested for 1. Thus, over a period of 30 turns the dragon has been aloft for 24 turns and has rested for 6, which is within the safe limit; it can take off after the last 1-turn REST period and fly for as long as 24 more turns before it has a chance of becoming fatigued. But if the last flying period was 7 turns long instead of 6, the dragon could have become fatigued on the 7th turn because it would have been aloft for a total of 25 turns without getting at least 6 turns of REST.
* In the last version of the above example, the dragon's last flying period was 7 turns long and with that 7th turn it exceeded its safe flying time. If it does not become fatigued during that 7th turn and is brought to a safe landing, it must be allowed to REST for a full 6 turns before taking off again. If it is taken aloft before the 6 turns have expired, it has a chance of becoming fatigued on every turn that it remains in the air.
* On the turn that fatigue sets in, the
animal's movement rate will drop to two-thirds of its full normal amount
and it will automatically lose altitude at the rate of 10 yards per round.
* If the creature is not flying more than
100 yards above the ground and is not somehow forced to remain aloft, it
will be able to descend and make a safe landing in the same turn that it
becomes fatigued.
* But if the creature is flying at an altitude
of more than 100 yards <(alt=61+)> when fatigue sets in, it will still
be in the air when its second turn of fatigue begins -- and that's when
the real trouble starts for anyone or anything it is carrying.
* For every 10 yards of distance the animal
dives before reaching the ground, a rider will suffer 1d2 HP of damage
at the end of the flight from the buffeting he receives when the animal
crashes, or bounces, or skids, to a stop.
* A rider who does not have at least half
of his body strapped to the mount will suffer buffeting damage; instead,
he will be thrown from the mount when it lands, suffering 11-40 HP of damage
(3d10+10) from the abrasion and impact of his tumble.
* When a flying mount becomes fatigued and lands, it will refuse to take to the air again for at least three times as long as its normal REST period (18 turns for a black dragon), unless self-preservation dictates that it must become airborne.
1.
<Simple<?> = DMG>
<1a. you must REST 1
turn out of every 6 in the dungeon>
<1b. you must REST 1
turn after combat>
<1c. fatigue comes into
play for forced marches>
2.
<Complex = DSG/WSG>
<fatigue
= -2 to attack rolls, saves, and ability checks><-2 to abilities>
<exhaustion
= -4 to attack rolls, saves, and ability checks><-4 to abilities>
<actually, the DSG & WSG rules seem to be more playable than the DMG rules>