by mystaros » Mon Jul 25, 2011 5:17 pm
For general movement fatigue, there is the old, often ignored rule wherein if a party does not rest in the dungeon for one turn in six (i.e., 10 minutes in every hour) they suffer a -1 penalty on all to hit and damage rolls (LL pg. 44). I would suggest increasing this for metal-armored characters, wherein if they do not rest, they suffer a -2 penalty to hit and -1 to damage rolls. I would also suggest this should be cumulative; this kind of fatigue should not be restored until characters have rested for twice the amount of time missed.
For wilderness movement, movement seems to be all-daylight long, more or less, so the average party moving 60' per round or 12 miles per day is making 1 mile per hour. Though never explicitly stated in the wilderness movement rules, there must be some sort of rest in there as well, and this too should be accounted for on the 1 turn per hour rate. the exception would be when riding horses, in which the fatigue every hour applies to the horses, and the riders should only be fatigued from lack of rest every two or three hours. Forced March assumes no breaks at all, so characters in combat half way through a forced March would suffer -6/-6 (light) or -12/-6 (heavy) if afoot, -3/-3 or -6/-3 if riding horses.
For something more complex, 1st edition Gamma World had an interesting Fatigue Factor rule, wherein they broke down the fatigue caused in combat by each different weapon and armor class. The fatigue didn't effect combat until the 11th round of combat at the earliest (that was, of course, the two-handed sword), and every round after the first of fatigue, the Weapon Class was reduced by 1 further point (i.e., -1 at 1st round, -2 at 2nd round, -3 at 3rd round, etc.). This actually is a poor rule, as sometimes, going down one Weapon Class could actually improve one's chances to hit, so most folks just applied it as a penalty to the hit roll. It was modified by high Physical Strength, by 1 point per point of PS above 15.
Rather than use the charts, I've created a simple formula for Fatigue Point Factor, which determines the round of combat after which a character starts to suffer fatigue:
Weapon: 20-Max Die Damage+Strength Modifier
Armor: 10+Armor AC (includes Shield not Dex)+Strength Modifier
Each round thereafter for each of weapon and armor, the character starts to suffer a -1 penalty to hit; the weapon and armor penalties combine! If the total penalty reaches double digits, the penalty worse than -10 is also applied as a penalty to AC and to damage dealt.
Thus a STR 15 fighter kitted in plate mail and shield wielding a long sword would begin getting fatigued after Round 13 with his weapon and Round 13 with his armor. at Round 14 he has a -2 to hit; at Round 15 a -4; at Round 16 a -6; 17 -8, 18 -10, and at Round 19 -12, thus with -12 to hit, -2 penalty to AC, and -2 penalty to damage.
Fatigue is lost for each round catching a breather; this means no attacks for weapon, no movement or defense for armor and shield. This changes the effective round of combat for fatigue purposes only.
If you switch out your weapon, you do not lose fatigue already gained, but you recalculate where in the combat you would have started gaining fatigue, and do not gain more fatigue until you have exceeded that point.
If said above fighter changes to using a dagger, he would not gain fatigue until after the 17th round. If he switched out at Round 15, he already has -2 Weapon fatigue; if he continues fighting, he still has -2, but this does not increase until he hits the 20th round, when he would get -3 from wielding a dagger.
I think the best example of fatigue in long-term combat in the movies is in Kurosawa's "Seven Samurai," by the end of the final combat, the samurai can barely keep their blades aloft, and some of these were very experienced warriors of many battles.