As far as morale goes for me I just use the condition of the monsters in the fight depending on their intelligence. So if they are completely overmatched and wounded they will run off and maybe shoot a ranged weapon, or try to hide, or do a buff, healing potion or some such. I also use rally points for some monsters, randomly created in their home areas, where they can run to in their rally attempt. Combined with my fatigue system the inconsequential weak annoying monsters turn into a problem as they tend to wear you down, just trying to kill them. Though I think a lot of special AI scripts can lead to lag, as Guile says, I think it's worth it. Regarding the buffing to get more fatigue. I just felt that being a temporary effect it would not raise fatigue, though I could add it in if I wanted. It would not matter a great deal though, and I did not want to add in code for every buff spell, or potion. That's why I made a specific potion to buff your fatigue. You can drink them like kool-aid if you want, but they are fairly expensive, and don't give too much fatigue, just 35-50 on a random roll, and they are capped,(drinking multiples won't shoot your fatigue through the roof), Everyone starts with base fatigue of 100, and then adds on from there. Mostly it only matters in long fights or if you are continually fighting, one small fight after another. Then just standing around for a bit, lighting a campfire, between fights, you regain fatigue to keep going.
Also being mounted reduces fatigue.
Not monitering your fatigue can get you in trouble but it rarely is the cause of a death, unless you ignore it.
I use winded, tired, and exhausted as your fatigue falls, at 40/25/10.
If you address the problem when you first get winded, or shortly thereafter, you are usually fine.
My 15th level guy, about average or a bit under, has 250 fatigue.
A new mage type charater, (starts at 3rd) would have around 120.
High level fighters might have well over 400. They don't get tired much unless they are fighting really tough opponents for 15 minutes or more.
I have spent a lot of time play-testing this system, and so have my friends, and it works pretty well. Adds a dimension to the game, imo, that gives more realism. Of course we all have different tastes and it's not for everyone.
For rest I have designations of free, standard, harsh enviornment, and no rest.
Inns, or your personal hovel is free: No tick down on your rests.
Basic area little monster activity: 1 tick down on rest.
Harsh enviornments, monster infested, or frozen/desert: 2 ticks down on rest.
I just put a local on the area for harsh set to 1 to add to the rest cost.
Usually rest is not going to be interupted but it can happen if you are in the middle of a rolling spawn, which is more likely in harsh areas.
You get 3 rests, and then entering an Inn, or wating 8 hours resets that.
It's a middle of the road system which is not overally harsh nor too easy.
Modifié par ffbj, 20 septembre 2011 - 11:07 .