Exploration Mode - Fatiguing Actions


Playing the Game


1 person marked this as a favorite.

Very general question - in exploration mode, the opening section acknowledges you could be traveling on horseback or something like that. There are three fatiguing actions you can take in exploration tactics, casting a spell, concentrating on a spell, or hustling. I don't think this question is relevant for hustling, but would you still be fatigued from casting a spell or concentrating on a spell if you weren't currently moving with your own two feet?


2 people marked this as a favorite.
Aviana wrote:
Very general question - in exploration mode, the opening section acknowledges you could be traveling on horseback or something like that. There are three fatiguing actions you can take in exploration tactics, casting a spell, concentrating on a spell, or hustling. I don't think this question is relevant for hustling, but would you still be fatigued from casting a spell or concentrating on a spell if you weren't currently moving with your own two feet?

I think casting or concentrating on a spell for ten minutes would fatigue you even if you were sitting on the floor not moving.


1 person marked this as a favorite.

I'm less sure, because there are some spells and rituals and the like with longer casting times that don't specify anything about take a ten minute break every ten minutes.


Aviana wrote:
I'm less sure, because there are some spells and rituals and the like with longer casting times that don't specify anything about take a ten minute break every ten minutes.

There are spells that take longer than 10 min to cast? Wow!

But the "Casting a Spell" exploration tactic is defined as

Playtest Rulebook page 316 wrote:
You repeatedly cast the same spell and move at half your travel Speed. Typically this spell is a cantrip that you want to have in effect in the event a combat breaks out.

So, maybe repeatedly casting a short-casting-time spell is more fatiguing than casting a single really-long-casting-time spell?

Rituals I don't think care about exploration mode rules, they're downtime:

Playtest Rulebook page 274 wrote:
Rituals always take at least 8 hours to perform, and often longer. Rituals are thus downtime activities, though it’s possible, albeit risky, to perform them with enough uninterrupted time in the field.


1 person marked this as a favorite.

I tend to think you aren't fatigued if you're not moving, because there are spells like Teleport that require ten minutes to cast. I don't believe you are arrive fatigued on the other end. The fatigued while casting is meant to simulate repeated castings of a shield spell while walking in a potential ambush zone.


1 person marked this as a favorite.

The casting of rituals has to be paced at a rate you can keep up. Each minute is likely less demanding than concentrating on a cantrip every round for a minute.


1 person marked this as a favorite.

Does anybody know if the ten Minute Counter resets after an Encounter? Or is it after a Long rest only?

BtW, poor pickpockets on the streets, either only ten minutes of work a day or being fatigued all the time ;)


DerNils wrote:
Does anybody know if the ten Minute Counter resets after an Encounter? Or is it after a Long rest only?

It is "a significant break to catch your breath" (left to the GM to judge).

Playtest Ruleboook wrote:
Some exploration tactics are fatiguing—these tactics cause the fatigued condition after 10 minutes of performing them. Such tactics are indicated by the word “fatiguing” in parentheses. While you’re fatigued, the only tactic you can use is wandering. Taking a significant break to catch your breath can allow you to continue onward using a fatiguing tactic, but because of this, when you’re traveling for a long time, you will sometimes need to use other tactics, like wandering, so you don’t exhaust yourself.

Certainly I wouldn't call participating in a combat encounter "catching your breath." Ah yes, nice relaxing combat ;-)

Sczarni RPG Superstar 2014 Top 16

1 person marked this as a favorite.

One concern I have with these is that since Hustling is a fatiguing action, you can only do it for 10 minutes at a time. That means there's no way to do a forced march, where you risk fatigue/take damage in order to arrive at a destination faster.

Admittedly, it doesn't come up all that much in my games, but I think it's an interesting way for a party to "beat the clock" or make up lost time. As it is, 10 minutes of moving double speed won't make any significant difference for a day of travel.


And as part two is testing exactly that (a prolongued race to a Destination mostly in Exploration mode) I already have no idea how to answer the inevitable question - can we go any faster?
Yes, 10 minutes per day. Won't make any difference on the scale of your track, and you will all be fatigued for any random Encounters.


Stumbled across the answer to the OP in the Gamemastering chapter.

page 329, Exploration Tactics wrote:
Any tactic involving spellcasting causes fatigue after 10 minutes even if it doesn’t take as many actions. Someone who’s Concentrating on a Spell but not moving still gets fatigued.


If you alternate between Wandering and Hustling every 'four-or-five-minutes' you'll move at 150% speed without fatiguing.

Quote:
Sometimes the group might stop a fatiguing tactic before getting fatigued, then resume the fatiguing tactic. You can reset the 10-minute timer for fatigue’s onset if the group spent a reasonable amount of time on less strenuous activities. As a rule of thumb, the characters should spend about as much time on non-fatiguing tactics as they did on the fatiguing tactic for the timer to reset.

So, in order for a party to always be performing a fatiguing tactic, you need two members alternating between wandering and performing the activity to avoid fatigue.

The GM can also 'make-up' nonfatiguing versions of certain tactics just by halving the 'action budget'. Nonfatiguing activities assume you're spending 1 nonspellcasting action per round or less.


1 hour feels like a better time limit for fatiguing actions than 10 minutes. And yeah, time spent on non-fatiguing actions subtracts / "heals" the time spent on fatiguing actions.

There should be a more general fatiguing meta-tactic for combining two normally non-fatiguing tactics. Am I supposed to believe a scout can't be both stealthy and observant at the same time? It's stressful to maintain that focus over time, sure, hence the fatigue, but it's definitely doable in real life.


1 person marked this as a favorite.

The clause I mentioned above also applies to the GM making up fatiguing combinations of two normally less strenuous activities, such as Searching while also Defending (and still moving half speed), or Looking Out while also Shopping or Carousing.

Two adventurers could even take turns Shopping and "Defensive Shopping" for a few minutes at a time so as to always have a lookout for would-be thieves.

Likewise a Rogue could easily "Carouse on the Lookout" long enough to complete a brief conversation with some fellow thugs.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Playtest / Player Rules / Playing the Game / Exploration Mode - Fatiguing Actions All Messageboards

Want to post a reply? Sign in.
Recent threads in Playing the Game