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) -
- - - - -

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)

FATIGUE AND EXHAUSTION (DSG)

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:

  • fighting,
  • running,
  • climbing continuously,
  • chopping wood,
  • swimming in rough or swiftly moving water,
  • moving while encumbered<define encumbered>
  • bailing water, or
  • drilling (heavy exertion).

  •  

     
     
     

    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.

    Effects of Fatigue

    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.



    22.

    Effects of Exhaustion

    http://www.trollandtoad.com/p129457.html

    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.

    FATIGUE && EXHAUSTION (WSG)
     
    13.1 Characters
    -
    13.2 Land-based Mounts and Pack Animals
    -
    13.3 Flying Mounts
    Myrkul (god of exhaustion)
    -
    -
    -
    WSG.88

        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.

    Characters

        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.

    Fatigue:

    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.

    Exhaustion:

    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>