Fatigue and Overland Hustling


Homebrew and House Rules


Anyone else have a problem with the rule that if you jog for more than an hour, you're automatically fatigued no matter what your Con score or Fort save is, or whether or not you have the Endurance feat? It hasn't actually come up, but it bothers me on principle that in one of my current games I have a 9th level Barbarian with a 22 Con and the Endurance feat, yet her companion that has the "Farm Raised" (not sure if that's the exact name) trait is a better distance runner since he can just ignore fatigue once per day. (Granted, my character can forced march on through the night almost without having to make a roll, but that's beside the point.) I find this particularly irksome as I always thought of the Endurance Feat as the spiritual successor to the Running NWP from 2nd Edition, which allowed one to do exactly that--run for hours on end.

Maybe implement a similar rule to that of performing a forced march, but with a higher DC? Every hour after the first, make a DC 15 Fort save to avoid the non-lethal damage, and it goes up by one (two?) every hour after. Or maybe the save just lets you avoid the Fatigued condition but not the damage?

Liberty's Edge

That's always bothered me as well...that and the speeds. When I was in the army, we would do ruck marches at a 4 mile/hour pace for hours wearing full battle rattle (kevlar helmet, IBA vest, ruck sack, full canteens, etc.) and while I was tired after these hours of marching, I wouldn't have described myself as fatigued necessarily.

Now I know it's a game and real life comparisons/physics shouldn't come into play but cmon...these are super-adventurers and they get fatigued after what? An hour of a 4mile/hour pace? It's ridiculous. I would honestly say less than 8 hours = no penalties, fatigued after 8 hours up to 12 hours, and exhausted (do i have those backward?) after 12 hours up to 16 hours. After 16 hours automatic non-lethal damage 1d6/hour no save.


Yes, it is silly.

RPG Superstar 2012 Top 32

Maybe you can hustle for 1 hour, then need to make a DC 10 Con check to do it another hour. If you fail, you still get to hustle, but become fatigued and take 1d6 points of non-lethal damage after that hour. The DC would increase by 1 each additional hour of hustling. You can keep hustling even if fatigued, but you automatically fail each hour once you have failed once and the non-lethal damage increases by 1d6 for each failed hour of hustling (1d6 for the first extra hour, 2d6 for the second, 3d6 for the third, etc.).

Maybe recruits in the army can Take 10 on these Constitution checks from their military discipline, encouragement from their peers, and intimidation from their drill sergeants.

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