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6

Stamina/Exhaustion, can it be done well?

6

Stamina/Exhaustion, can it be done well?

Hey all,

I'm not familiar with any RPGs that implement stamina/exhaustion systems. Perhaps one of you lot can educate me! Regardless, I'm trying to include one in my current project. So let's discuss stamina and exhaustion systems!

Selfish bits:

For more info on what I'm thinking about doing.

Essentially using an action builds up your exhaustion. The player gets to determine the amount of effort they put into an action, this affects the exhaustion, so more effort = more potential damage = more exhaustion.

Every action has a max exhaustion based on the character's strengths. A hardened fighter can swing swords longer than a wizard, but the wizard can cast more magic. When the character's exhaustion exceeds the max exhaustion of an action they cannot perform that action.

So far I think exhaustion should refresh by 1 every turn. So waiting out a few rounds behind cover can really give you an edge. Initiative and turns haven't been determined.

Thanks for you time :)

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level 1
· 6y
World Builder

IMO, the main problem with introducing a stamina bar is that it slows games down measurably. Not only is it another resource that players have to keep in mind - which can lead to analysis paralysis sometimes - it can also lead to players just hunkering down behind cover and waiting for stamina to regen: which is usually not something very fun to do.

If you do end up going with a stamina system, I strongly urge you to use tokens to keep track of your PC's stamina. Having physical counters really help you monitor the situation as both player and GM, and it's nice to be able to have something tactile to fondle between turns.

4
User avatar
level 2

I definitely agree with you. Stamina adds a ton of bookkeeping. However in my particular case it has the potential to add a great deal of strategy and fun.

So my main hurdle is precisely what your addressing, how to not bog down the speed of gameplay.

Tactile is a great idea, I've thought that using a d20 would be useful, simply make the face value equal to your stamina, similar to keeping track of life in MtG.

1
User avatar
level 1
· 6y
Chimera

I'm in the same boat as you with my system but may be a bit father ahead so I will write out the couple of ways I have been looking at it. The only imprtant mechanical pre-text from my system is that defending is always an action and is rolled along side attacks. also, I use advantages and disadvantages in combat represented by extra dice. example: normal actions are 3d6, a disadvantage would mean rolling an extra d6 and removing the highest roll. advantage would be removing the lowest roll instead

stamina as dice: the first way i worked at it i decided that stamina could work much like a dice pool to be drawn from the regenerated a set amount per turn. players would roll dice directly from their pool but had limits to how many they could spend on different actions. this ran into trouble because I felt there was too much micro-management when players had between 6 and 9 or so stamina with 3 to 4 regen.

stamina breaking point: this was the closest to what you may be looking at. players had breaking points for their stamina depending on how much damage they were taking and how much they were being hit, passing certain points would lower their ability to fight and could make them vulnerable and weak. this lead to combat drying out though as everyone slowly became weaklings.

stamina as actions: this is the current build. players have a set amount of stamina per turn and spend the stamina to perform actions like moving, attacking, blocking, etc. when players run out of stamina they get disadvantages but can still act defensively. strong blows and wounds can affect the amount of stamina a player gets per turn.

2
User avatar
level 2

I'm using very similar mechanical pretexts! The only difference is its not 3d6, but dice pool based. Essentially you get a max pool based off your stats, acting requires you to choose a number of dice and you gain exhaustion equal to that number.

So I think I'm somewhere in between your two last examples, there's no breaking point for my idea, you simply cannot do it of your exhaustion exceeds the skill level. Forcing players to take breathers even mid battle.

I think it will also provide neat tactics for things like withholding attacks to defend better (be cause defending builds exhaustion too), or trying to overwhelm an enemy with multiple coordinated attacks.

Thanks for your input!

2
User avatar
level 1

Tell me, what does stamina achieve in your system? Why is it important? Why do you want to include it?

There are 2 ways to go about introducing mechanics. 1 - is coming up with mechanics that "fit" the goal of your game (top-down approach). 2 - is coming up with mechanics and then thinking what game would they fit (bottom-up approach).

For example, a stamina mechanic could be good for games that are focused around resource management (stamina as resource). Torchbearer uses something similar to a stamina system (it's based around supplies. You get dehydrated, then hungry, then stressed out etc. resource/planning management). Classroom Deathmatch, which is based around Battle Royale movie, has a dice-pool "stamina" system. Basically you have some dice that you can boost your rolls with and you have to survive 5 days, but the dice are practically impossible to replenish (resource/risk management).

There could be ways to use a stamina system purely for combat but.. meh. Look at D&D - Barbarians can rage once per day. So after combat, they just rest and replenish their rage before the next combat. Unless there's a clock, the mechanic is kinda pointless. Once/encounter abilities are not that fun at all, because usually the encounter ends before you use them up. And spell slots mechanic, which is kinda resource management-ish, for me is frustrating. It feels more like an abstract balancing tool than a tool that makes me feel like a wizard. So don't do these things and come up with something new, please :D

2
User avatar
level 2

I'm definitely coming from a top down approach. As far as what stamina achieves in my system, I believe it will add an element of tactics in interactions (not just physical combat).

By having exhaustion build up as they act, it forces the players to consider their approach. "Should I go all in or reserve some energy in case I fumble?" - a possible example. Other tactics could include tiring the enemy out with coordinated attacks or resting behind cover to before retaliating to make the most of your charge.

I want to include something along these lines because my system has felt a bit flat. Perhaps that's a fault of the system in general and it may be an unsavable mess. However I will still to make it work, and this exhaustion idea looks promising so far. Without exhaustion the system becomes almost automatic, I attack with my best attack because it's my best, repeat. Exhaustion adds an element of risk, knowing that you need to save some energy to prepare for the counter attack adds huge negatives to going all out, also it makes for a fun balancing game when you include the randomness of the dice.

I like the analogy to resource management I just want to make sure things don't get too tedious. Like keeping track of a constantly fluctuating stamina score might not be ideal.

Spell slots and once per X mechanics annoyed me thoroughly as someone who enjoyed playing magic users. Part of the reason I'm trying to create something new and awesome! :)

1
User avatar
level 1
· 6y
Designer - Straight to VHS

Hrmmm so, this is a really off-the-cuff embryo of an idea... but what if instead of raising an exhaustion meter, thus cutting off certain options you instead go with something like exerting effort temporarily subtracts from character stats. This doesn't keep the player from acting as they choose, but heavy attacks might result in diminished defensive capabilities, or even diminish their "strength".

As with anything, it would have to be done right, but it's an idea I would want to explore.

2
User avatar
level 2

Yeah it's still a baby idea, not been play tested yet either.

I'm interested in your suggestion, I was hoping for a dice pool system. Is that what you're imagining too? How do you see this temporary loss regenerating?

1
level 1
[deleted]
· 6y

The Dark Eye uses a stamina system that is so obsolete most groups I played with decided to not use it.

Essentially it is a pool of points and using weapons uses up these points. You need more points if you are in heavy armor, use a heavy weapon etc. If you don't have the points you can't do an action. You can use a "take breath" action to regain some of your stamina points.

Overall it's far too much book keeping and too less fun to use.

2
User avatar
level 2

What was it about the book keeping that made it unreasonable? What would you change to help that?

1
User avatar
level 1

Open Adventure uses stamina points as a currency to play combat abilities. For example to get extra damage out of a weapon, or negate some suffering from an incoming attack you can pay the stamina price for the particular item's ability that turn. Some spells my also have a stamina cost to use their more advanced features.

You usually start with a number of stamina points equal to your HP. Resting for one hour replenishes one SP.

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For context, the setting for my rpg is a fantasy WW1. There are rifles that can shoot thousands of feet, and vehicles and mounts that can zoom well over 100 mph, while also featuring gritty, trench-to-trench melee combat. For our puny monkey brains, the difference between 30 and 60 feet is easy to comprehend, but the difference between a rifle that shoots up to 1,500 feet and one that shoots 2,700 feet is incomprehensible. The same goes for vehicle speed- both overland and overhead. I needed a system that can seamlessly 'zoom out' when a player is flying a biplane and 'zoom in' when their allies are raiding a trench on the ground, and 'zoom in-out-in-out' when players use an anti-aircraft gun on an enemy dragon-rider while their own plane fires down on the badguys in the next trench over.

So because of the setting, both imperial and metric make sense in context, so I decided to use feet for small scale distances, and kilometers for far distances. A pistol has a range of 30 feet, a horse can travel 1 kilometer per round. Because nobody knows the difference between a foot and a kilometer and there's no way any player would be a wiener over the range of this one rifle or the speed of a horse or the airspeed velocity of an unladen swallow. Post over.

What's that? You know the difference? And that one guy at every table does? Well dang. In that case, I came up with sufficiently imperial and metric-sounding terms for units of measurement that aren't irl units. Stones and Decomeasures. Those terms sound wonky? Well, it makes more sense to come up with terms that fit your setting anyway.

Playing a space-Western? Paces and Parsecs.
Playing a gladiatorial drama? Cubits and Mille Passus.
Playing as rats in a fast food joint? Pickles and Walk-In Freezers.
Playing a [game] in a [setting]? [Feet] and [Kilometers].

Whatever helps you make sense of Small Fars and Big Fars.


Anyway hope that made remotely any sense. Cheers.

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Back in 2019, my friend and I wrote the Land of Pan-gu as a test run for a series of adventures we had in mind. It did okay, and while we didn't make a lot of money (haha), it was a project that jump-started my career into being a full-time TTRPG freelancer (my portfolio, for the curious).

Now, two years later, I have finally put together the second book in the series. Dreams of Nu-wa, is based on the folklore of Nu-wa, the half-serpent goddess who created humans and repaired the sky. This time, the party has to investigate a curse that has changed everyone in the village next door into... mud.

The game and the previous adventure in the series will be on discount until 27th of July to celebrate its launch! Please give it a look if you're interested!

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I'm imagining a big ol' spreadsheet of games and what dice mechanic(s) they use. Has this been done? Would this be useful for anyone else? I'm gonna go ahead and start it if there's not already something like it out there.

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I'm currently designing a ttrpg, and am having an issue making weapons feel different without making it complicated.

For a bit of context: there is no damage dice. Weapon attacks are contented, with either an opponents weapon, or dodge skill in the case of a ranged weapon attack. In a melee weapon attack, who ever gets the higher roll wins the exchange and the damage is the difference between the two rolls. That number is then checked with the opponents damage threshold, scaling from minor wounds, severe wounds to critical wounds. Rolls are made using 2d6 plus a skill die, scaling from a d4 to a d12.

With that out of the way, my issues with weapons is that I want to make them feel different from each other. I started with adding "traits" to them, but felt that this would lead to a lot of looking up the rules with every time you wanna change a weapon.

To make the discussion concise, the weapons I'm currently working on are:

Club Knife Hand Axe Light Hammer Quarter-staff Great Club Woodcutter Axe Spear Maul Hunting bow Hunting crossbow

These weapons are chosen as the game is gritty, and martial weapons aren't readily available. The weapons available would be for the likes of hunters, labourers and farmers. Once I have a system for these I can implement that into higher end weapons. For ranged weapons, distance is measured in zones (close, short, medium, far).

How best would you categorize them, without a bunch of rules checking?

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I recently started adding more and more random elements to my games when GMing. Things such as random travel encounters, NPC reaction rolls and weather rolls when in the wilderness.

Some of these are more fun than others, and some of these mechanics can create some really cool scenarios where even I as the GM is genuinely surprised.

Now I’m interested in hearing what your favorite mechanics/sub-systems are that create these scenarios where even the GM is surprised.

A few examples

Random weather changes makes little impact and I as the GM knows the potential outcomes and don’t really feel surprised in any way no matter where the die shows. I guess they can be really impactful depending on the scenario, but overall they feel a bit bland.

NPC reaction rolls on the other hand really have the power to make me as the GM think; “oh damn that’s not good for them” or “hmm ok, that’s interesting”. One examples was in last weeks session when the PCs where traveling through a dense forest and I had beforehand decided that if the encounter roll landed on a creature encounter it would be goblins. But then the reaction roll came up “helpful”, meaning that they had encounter helpful goblins in the middle of the forest. That created a unique encounter that surprised both me and the players.

Question

What are your favorite mechanics/sub-systems that have the chance of surprising even the GM.

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I bought Affinity Suite but am still learning how to use it. What do you use that has worked for prototyping your sheets?

The best answer is to hire a designer, but humor me for now.

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There are probably several helpful answers, which I want to hear. The main thing I'm drilling down toward is decisions and the idea of a game's "decision engine." Games are about decisions and effects, after all. TL;DR, how does your design lend to satisfying decisions, given a combo of rules and content?

Content, distinct from a game or rules, is the particular PCs, NPCs, areas, items, and scenarios that a game gets played with. Modules, maps, enemies.

Heavy rules add decision value because the GM and PCs have specific and concrete ways of doing things. Decisions are like answering a thorough question; you know exactly what kind of answer you're allowed to provide. However, you only understand what the outcome of your decision is (which is what really matters to you) if the game has low randomness and you had and used all relevant info (that info is content). Lots of people seem to make content for heavy rules, but it takes a lot of time.

Light rules add decision value because abstraction gives the GM and PCs flexibility. Decisions are like open-ended questions; you understand that your answer is more like your preference within the topic. However, if your preference is for a specific outcome, you had better think of an answer your GM will accept toward that outcome. There's unknowns in the abstract factors the GM considers (that is also content). Making content for light rules is fast and relatively easy.

Hard rules have numerical values, defined keywords, and mechanical ranks. When hard rules are balanced, decisions are like operating precision engineered machinery. There's elegance and rightness to it. If unbalanced, the decision value suffers a lot as options become sub-optimal. But each table might agree to not abuse exploits, because it wouldn't make their game more fun. It's also very hard to develop content for hard rules, but the kind of player to enjoy hard rules might be inclined to buy the designer's content.

Soft rules establish common practice with maxims, defined terms, and ideas. My favorite is, "Only call for a roll if failure would be interesting." These leave interpretation in the hands of the user. Designed well, they're elastic, giving tension to decisions and persuading you not to deviate without a hard 'no'. Designed poorly, they're mushy, collapsing and making things unclear when applied. These leave balance in the hands of the GM, who must decide when to apply them. The main benefit is that they're simpler than the very explicit hard rules, and they're easy to design content for.

Content and rules both put cognitive load on players as complexity accrues. Complex rules with complex content add up to extra high cognitive load on decisions. If you've grokked the game, that can feel awesome, like expert decisions. In my experience, players get an equivalent to that out of light, soft rules if the content is sufficiently complex. For example, an ongoing campaign in a narrative-heavy game which has developed heavy PCs, lore, NPCs, and factions, and puts them all into play in one scenario. Decisions can be complex for different reasons.

Satisfying decisions match player ability and total complexity really well, but beyond that every game seems to provide this in a different way. Mine is by closing loops in the narrative like a good "THE END." What is your game's combo of rules and content doing to create satisfying decisions?
Is there anything missing from my theory that I should consider?

49 comments
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Created Apr 14, 2014