Creates yet another hope subscore to track...Angelalex242 wrote: ↑Fri Apr 07, 2017 7:54 pmHow about this? Being Weary multiple phases in a row is like...slave labor, of sorts.
So for every adventure phase you remain weary, reduce maximum hope by one until you fully recover.
This lets somebody become miserable or spent by carrying too much stuff.
At present, the derived variable scores:
Endurance
- Maximum
- Current
- Encumbrance
- Travel & Encounter Fatigue
- Maximum
- Current
- Current
- Permanent
- current AdvPhase AP by category
- Unspent AP
- Total AP Spent
- Unspent XP
- Total XP spent
We have already 2 implied other thresholds that could be more readily modified logically.
- There's the encumbrance limit. Currently, it's the maximum End. were it not for the recursion issue, reducing maximum end would be a reasonable choice.
- There's the unconsciousness threshold. It's zero. This makes it an easier target for modification. We still add a tracked value, but call it "Excess Fatigue", cap Fatigue at Max End, and any increases when capped go to excess fatigue; we add also a change in the math at end of turn in combat: "if Current Endurance is at or below 0, unconscious", we instead check "If Current Endurance below Excess Fatigue, go unconscious." -not adding any more logic, just a variable lookup.
It's important not to go too far with it.