| Errenor |
I wanted to make sure how much time adventurers have to explore before they got fatigued. I vaguely thought it's 8 hours. Then I looked it up:
Resting
"If a character goes more than 16 hours without going to sleep, they become fatigued."
Rest and Daily Preparations
If you go more than 16 hours without resting, you become fatigued (you can't recover from this fatigue until you rest at least 8 continuous hours).
Some AP says it's 16 hours, Ruby Phoenix I think, in its hexploration rules.
So far so good, right?
Temperature
Normal Temperature - 8 hours until Fatigue sets in. That's the maximum.
So which one?
And if they actually always meant 8, why not to say that everywhere in relevant places?
Taja the Barbarian
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I believe you are missing a key part of the Temperature text:I wanted to make sure how much time adventurers have to explore before they got fatigued. I vaguely thought it's 8 hours. Then I looked it up:
Resting
"If a character goes more than 16 hours without going to sleep, they become fatigued."
Rest and Daily Preparations
If you go more than 16 hours without resting, you become fatigued (you can't recover from this fatigue until you rest at least 8 continuous hours).
Some AP says it's 16 hours, Ruby Phoenix I think, in its hexploration rules.
So far so good, right?
Temperature
Normal Temperature - 8 hours until Fatigue sets in. That's the maximum.
So which one?
And if they actually always meant 8, why not to say that everywhere in relevant places?
Often, temperature doesn't impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable. Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in the Temperature Effects table below.Source GM Core pg. 95 2.0
Appropriate cold-weather gear can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.
While 16 hours is essentially the longest you can go without getting fatigued, overland travel will tend to make you fatigued much more quickly: Basically, your combat performance after 15 hours sitting around at home should be generally unimpaired, while getting into a fight after 15 hours of marching across the countryside is probably going to result in noticeably reduced performance...
| Claxon |
The other thing to explicitly note is that it's (severe or higher) temperatures during overland travel. At least I assume it's severe, because that's when you start taking damage during overland travel from temperature.
So if everything is "normal" 16 hours is how long you have before fatigue sets in.
If temperatures are taxing (severe) it could be only 8.
Edit: I actually just realized that table get's more specific and I didn't notice. Anything outside of normal reduces the amount of time you have...but the normal range list 8 hours.
So I guess it's 8 hours of overland travel vs 16 hours of "ambiguous activity".
Probably some judgement calls to be made here. If characters are moving through a dungeon, even though that's not overland travel I'm probably going to say it's equally as fatiguing.
But merely being awake and doing light activity seems to net you up to 16 hours.
As a player, I'd assume 8 hours of activity as a general guideline, and understand sometimes you may get more awake time before fatigue.
| Tridus |
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There's an unwritten expectation here that "16 hours without rest" isn't "16 hours of full exertion activity". There's time in there for daily preparations, cooking & eating, bathroom breaks, maintaining gear, training and study for those things you get when you level up, and so on.
The "8 hours for normal temperature" thing is where that unwritten expectation is being expressed. Everywhere else its more of an assumption than a rule, and the rules in exploration mode generally try to be more high level.
Ruby Phoenix runs into this because book 1 has that exploration section for much of the book, and it decides to go with 16 hours of full activity if the PCs max it out.
My advice, having run Ruby Phoenix Twice? Ignore the temperature table, and give them the full 16 hours on Bonmu Island. The adventure does not give the PCs enough time to fully explore the island barring some exceptionally fast exploration, even assuming 16 hours. Taking more time away from it will mean less exploration, and my experience here is that the PCs already felt disappointed that they couldn't clear the map.
They will REALLY not like it if you take away more actions because of this temperature table.
(Hell, I went even farther and handwaved in some crafting time because one of the PCs was a crafter and telling them they couldn't use that at all during book 1 didn't feel great. So I said "you can do 1 day of crafting during your 8 hours of rest because fun", and while that isn't even remotely RAW, it let the players enjoy the book significantly more by eliminating conflict between "using actions to explore" and "using actions to let the crafter use his skills and move this super awesome rune we got to the Fighter's weapon.")
| Claxon |
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I really find this rule ridiculous. Most humans stay awake for more than 16 hours without being fatigued, sleeping 8 hours per night is far from a generality. Actually, many young humans can stay awake for 2 consecutive days and function normally.
Sure...when you're not hiking or otherwise exerting yourself.
As someone who sits at a desk job all day...I'm (mentally) exhausted by the end of my work day.
So like...experiences may vary.
And as I have found myself saying quite often, the rules do not seek to be a simulation. They are a compromise between reality and playability and what is thought to be "reasonable"
| thenobledrake |
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I really find this rule ridiculous. Most humans stay awake for more than 16 hours without being fatigued, sleeping 8 hours per night is far from a generality. Actually, many young humans can stay awake for 2 consecutive days and function normally.
Game rules don't need to match real life, they need only make a game-play condition that bears consequences that are relevant enough to create a choice point.
So it doesn't at all matter whether "you can't just adventure forever without penalty" is "realistic" or not.
However, I'd suggest that your assessment of "function normally" is a skewed one. Sleep deprivation is a serious thing, and even though people (especially when young) can operate in a way that it seems like they are functioning they absolutely are not at the same level of functionality they would be at if they were well-rested.
| SuperBidi |
Sure...when you're not hiking or otherwise exerting yourself.
But that's not what the game says. It speeks about hours without sleeping, not hours without resting.
Game rules don't need to match real life
They very much should not. I don't want to play OfficeFinder 2.
And having my hero fatigued because "It's midnight!" gets me back to reality. It's not heroic at all and it doesn't make sense in a game where my Barbarian has +20 Fortitude and Juggernaut.
| NorrKnekten |
I personally use 16 hours for non-travel scenarios and 8 hours of travel as travel is essentially marching with suffucient breaks in between.
Just to summarize, you become fatigued when;
Going 16 hours without rest, This is the daily 8 hour rest which includes sleep.
Traveling for more than 8 hours (reduced by high/low temps),
Traveling for more than 4 hours in Rainfall/Snowfall(Additionall lowers temperature by one step).
Even in hexploration its suprising just how few times this shows up when the party gains the ability to endure temps and it may just as well not exist outside hexploration. Casters typically want to get that rest period 3-4 hours in. Maybe 6 in low levels before Continious Recovery.
Its rather safe to ignore for dungeon-crawl and most APs
| Tridus |
They very much should not. I don't want to play OfficeFinder 2.
And having my hero fatigued because "It's midnight!" gets me back to reality. It's not heroic at all and it doesn't make sense in a game where my Barbarian has +20 Fortitude and Juggernaut.
For sure. These things are best played more loosely than "oh it's been exactly 16 hours without rest, apply fatigued mid situation!"
Like, using the fatigue rules on the temperature table, I'm not sure the historical march of the 104th Regiment of Foot could happen. That's 1100km in 54 days in a 19th Century Canadian winter, on foot, with military kit. And while I'm sure they were really tired by time they arrived, they were definitely marching more than 2-4 hours a day to make that kind of speed.
Personally, I mostly use the Fatigue rules in a high level "you've been awake in a combat alert state for 36 hours straight and you're wearing down" kind of way and don't really pay much attention to these more specific details. If a group is taking precautions against extreme conditions and is getting sleep when they can, just let the players be heroic.
| NorrKnekten |
Like, using the fatigue rules on the temperature table, I'm not sure the historical march of the 104th Regiment of Foot could happen. That's 1100km in 54 days in a 19th Century Canadian winter, on foot, with military kit. And while I'm sure they were really tired by time they arrived, they were definitely marching more than 2-4 hours a day to make that kind of speed.
Funny enough, That is roughly the pace we travel at in pathfinder without exploration activities and 25ft speed (bout 20 miles a day) which assumes sufficient breaks.
We also got clothing that negates some temperature.
Though, for that march they were absolutely hustling to make it on 19th century roads in canadas winter. (Speaking from experience in nordic winter conditions)
| thenobledrake |
They very much should not. I don't want to play OfficeFinder 2.
And having my hero fatigued because "It's midnight!" gets me back to reality. It's not heroic at all and it doesn't make sense in a game where my Barbarian has +20 Fortitude and Juggernaut.
Ah... but that's just the slippery slope that is as easily applied to any limitation a character might face on account of the reasoning behind it boiling down to what you find "too real" is "you can't just keep an adventuring day going indefinitely".
A thing which is primarily couched in game-play reasons rather than any attempt at mirroring the real world.