I'm curious how/if other people apply fatigue to skills other than combat? Piloting (anything) in rough conditions feels like a good example. Do you count each skill roll as a 'fatigue hit' or do you have them check endurance to see if they're fatigued? Even Science skills should generate fatigue, albeit by the hour or something.
Feels like there's a good place for a consistent approach to non-melee skills, including non-melee combat skills. Pretty sure IRL soldiers in combat get tired without ever engaging in melee at all.
Looking for ideas that aren't too rule-heavy, and would be a nice simple broad approach. I don't mind pushing more dice rolls, people like rolling dice.
THANKS for any suggestions.
It's going to vary by how fatiguing the activity is, but CRB p.80 has three examples:
- Staying awake for a number of hours greater than END+18
- After performing heavy labour for a number of hours greater than their END
- After making a number of consecutive Melee attacks greater than their END in a single combat
Fatigued characters suffer a -2 to all checks until they rest.
Are you using some other rules? Possibly the Classic Traveller ones?
Broadly speaking, there are two types of fatigue: physical fatigue or mental fatigue. Perhaps, since some skills are more mentally challenging, use a INT check instead of END, as a test for fatigue.
Could also limit Timeframes to a max of six to sixty minutes, and fiat that Traveller fatigue prevents them concentrating for longer than six to sixty minutes without a recovery nap.
Looking for ideas that aren't too rule-heavy, and would be a nice simple broad approach. I don't mind pushing more dice rolls, people like rolling dice.
THANKS for any suggestions.
Improvising somewhat, if the situation prolongs, could also say that Fatigue is both a direct hindrance negative DM and, scientifically, fatigue depletes the body of vital nutrients, and therefore is a Starvation issue (vis-a-vis 'malnutrition') and treat it as a lack of decent food (see Traveller Companion, pg 80). Recovery then would entail decent rest as well as being replenished with decent nutritious food.
Failing to provide proper nutrition might be considered an external factor that is working against task success, in which case, you could add a bane to all the fatigued Traveller's Task checks, as well as the indicated negative DM.
Anyway, just some ideas that could add a reasonable dilemma to a given situation or task that needs to be completed after hard work or under great stress.
I'd consider the cause of the fatigue affecting the recovery time, the rules don't really address how long you need to rest after becoming fatigued.
After really strenuous sword fights I would be physically shaking but that would be gone after less than an hours rest (I'd still feel the muscle ache but it was no longer affecting my motor skills and the real pain wouldn't start until the next day). After a 30-40 hour stint of being awake monitoring a software update (largely sedentary but having to be alert to changes and with no opportunity to sleep) I'd felt bone tired for at least a day with difficulty concentrating and also feeling vaguely "out of body" until I had two nights sleep. When we did an all day paintball session and I completely over-egged it I felt fine at the time, tired that evening, and for the next few days could barely move due to muscle pain.
The modifier could also be related to the activity you had been conducting. So if the fatigue was due to short term physical activity (normally covered by STR or DEX) and conducted in combat rounds then I'd apply it to either STR or DEX allowing recovery after 1D*10 minutes. If it was END based activity (normally extended activities taking hours) I'd allow recovery after 2D hours. You could parallel the model for the mental stats (so a short burst of intense intellectual challenge might leave you mentally drained for under an hour, while an long discussion into the wee hours of the morning over the best way to repair the drive might take many hours to mentally recharge. Even SOC could be viewed as emotional energy and spending half a day trying to marshal a room full of pre-schoolers might require several hours of rest and beer and pretzels.
Personally I'd consider allowing any effect to taper and rather than just applying a default -2 that magically just disappears after a set time, I'd consider applying fatigue as relevant characteristic damage. Exhaustion is probably no less debilitating than say blood loss, you just recover from it more quickly. Some fatigue might affect multiple characteristics (Sleep depravation might affect all of them for example). You could even read across from the healing rules.
Most recovery would be via natural healing but actual Medic checks could be used to enhance the process. As this is not traumatic damage, merely normal exertion the difficulty of any relevant checks could be reduced by two levels. Even someone with no formal medical training knows to go and have a lie down when they are tired (but also might adhere to some ideas that actually impair rest). Someone with medical training will know the right electrolytes to replace and other tricks to improve productive rest. The equivalent of First Aid would recover a few points instantly using easily portable aids (e.g. energy bars, thermal blankets etc. and simply sitting down for a short while). More severe fatigue would need "specialist" facilities (e.g. a hotel room). Trying to get good rest while cold and wet for example should be at a significant penalty. Mental recovery would require mental rest - dumb down tv or clicker games. Recovery from fatigue would be faster than recovery from damage in the majority of cases of course (maybe each hour being equivalent to a day).
This is probably way too complicated, but I like the way it parallels an existing game mechanic and allows nuance.
After really strenuous sword fights I would be physically shaking but that would be gone after less than an hours rest (I'd still feel the muscle ache but it was no longer affecting my motor skills and the real pain wouldn't start until the next day). After a 30-40 hour stint of being awake monitoring a software update (largely sedentary but having to be alert to changes and with no opportunity to sleep) I'd felt bone tired for at least a day with difficulty concentrating and also feeling vaguely "out of body" until I had two nights sleep. When we did an all day paintball session and I completely over-egged it I felt fine at the time, tired that evening, and for the next few days could barely move due to muscle pain.
I'm curious how/if other people apply fatigue to skills other than combat? Piloting (anything) in rough conditions feels like a good example. Do you count each skill roll as a 'fatigue hit' or do you have them check endurance to see if they're fatigued? Even Science skills should generate fatigue, albeit by the hour or something.
Feels like there's a good place for a consistent approach to non-melee skills, including non-melee combat skills. Pretty sure IRL soldiers in combat get tired without ever engaging in melee at all.
Looking for ideas that aren't too rule-heavy, and would be a nice simple broad approach. I don't mind pushing more dice rolls, people like rolling dice.
THANKS for any suggestions.
In @swordtart 's example of monitoring software for 30 to 40 hours, he was probably experiencing both a state of mental fatigue and a state of sleepiness, simply because he had to keep functioning beyond his body's normal hours of working, not because what he was doing was particularly fatiguing.
For mental fatigue rules, Traveller's rules don't have much granularity to model things like this. If I were to make a house rule, I'd say this. The character can do mental work for a number of hours equal to 8 plus END without penalty. After that, apply a -1 skill check penalty for the next 8 hours, and then cumulative -1 skill check penalties for every 4 hours after that. Over time the character becomes unable to perform as fatigue saps his ability to function.
As a separate but concurrent game mechanic, allow the character to function 16 hours plus END without having to make and END check against falling asleep. Note that I am not talking about the character deciding to go to sleep, I'm talking about the character losing consciousness while sitting, standing, or even driving. Then apply a -1 penalty to the END check for 8 hours after that, and then a cumulative -1 penalty for every 4 hours after that. I'd make the player make an END check for the character every two hours during the -1 penalty and every hour after that 8 hour period. Sooner or later the character is going to nod off because the brain exhausts the neurochemical metabolic processes it uses to sustain consciousness, and it needs to replenish itself. The brain also takes micro-naps, where you're out for a second or two.
I did a little reading to think about this, and it's in the spoiler.
The sword fight:
Adrenaline was probably coursing through your system.
"This shaking occurs because your body is primed for action (like running or fighting), but if you're not actually moving, the energy builds up and manifests as tremors. The sensation is often described as similar to "jitters" after consuming too much caffeine. "
Also,
"Trembling after exercise is typically a normal response to physical exertion, especially during intense or new workouts. It occurs due to muscle fatigue, where motor units (groups of muscle fibers controlled by nerves) become exhausted and can't coordinate smoothly, leading to shaky movements."
"Muscle fatigue occurs when muscles lose their ability to generate force, primarily due to disruptions in the physiological processes required for contraction. It results from a combination of neural (central and peripheral) and metabolic factors.
Neural fatigue involves the nervous system's reduced ability to send strong signals to muscles. This can happen during high-intensity or sustained efforts, where the brain or spinal cord reduces motor drive, especially in untrained individuals.
Metabolic fatigue arises from changes within the muscle itself, including:
Depletion of energy stores: ATP and phosphocreatine levels drop during intense exercise, limiting immediate energy availability.
Accumulation of metabolites: Substances like inorganic phosphate (Pi), lactic acid, hydrogen ions (H⁺), and potassium (K⁺) build up during anaerobic metabolism. While lactic acid was once thought to be the main culprit, recent evidence suggests inorganic phosphate—a byproduct of ATP breakdown—is a more significant contributor to reduced contractile force.
Impaired calcium release and sensitivity: High levels of potassium and hydrogen ions can interfere with calcium release from the sarcoplasmic reticulum and reduce the sensitivity of actin and myosin to calcium, weakening contractions.
Other contributing factors include dehydration, electrolyte imbalances, poor recovery, mental fatigue, and underlying medical conditions such as arthritis, COPD, heart failure, or muscular dystrophy. Fatigue can also be triggered by overuse without adequate rest, especially in new or returning exercisers."
Heat is also another factor. The muscles perform their metabolic functions to contract and generate force, they get warmer, and they start to fatigue. The body sweats to cool down so it doesn't suffer heat related problems.
Palm cooling is a scientifically-backed technique that enhances athletic performance and recovery by cooling the palms of the hands to regulate core body temperature. It leverages specialized blood vessels called arteriovenous anastomoses (AVAs), which are concentrated in the palms, soles of the feet, and face—areas with glabrous (hairless) skin. These AVAs act as natural radiators, allowing for efficient heat exchange between the blood and the environment.
By applying a cool (not cold) stimulus—ideally between 50–60°F (10–15.5°C)—to the palms for 2–3 minutes between exercise sets or during rest periods, blood flowing through the AVAs is cooled. This cooled blood returns to the heart and circulates back to the core, helping to lower internal body temperature. This process delays fatigue, sustains ATP production (the energy source for muscle contractions), and improves endurance, strength output, and recovery.
Key benefits include:
Increased work capacity and more reps/sets in strength training (studies show up to 40% more volume).
Delayed onset of fatigue during aerobic exercise, especially in hot conditions.
Faster recovery between high-intensity efforts, with lower heart rates and blood lactate levels.
Improved performance without the side effects of traditional cooling methods like ice baths.
Importantly, the cooling must be moderate—using ice or excessively cold temperatures can trigger vasoconstriction, which blocks blood flow and negates the benefits. Cold tap water is often sufficient, but dedicated devices (like the Stanford Glove or ROCC) use controlled cooling and mild vacuum to enhance effectiveness.
Palm cooling is now used by elite athletes, military personnel, firefighters, and fitness enthusiasts to maintain peak performance under heat stress.
Mental fatigue arises from prolonged periods of demanding cognitive activity without adequate rest. It is commonly caused by:
High cognitive load: Extended tasks requiring working memory, flexible thinking, and self-control—such as complex problem-solving, decision-making, or multitasking.
Chronic stress and overwork: Long working hours (especially over 260 hours per month), high-pressure jobs (e.g., surgeons, air traffic controllers), and constant performance pressure.
Overstimulation: Excessive screen time, information overload, and constant digital engagement (e.g., "Zoom fatigue").
Emotional strain: Navigating intense emotions like grief, anxiety, or anger, especially in situations of ongoing personal or financial stress.
Sleep disruption: Poor sleep quality or insufficient sleep (less than 7–9 hours) prevents the brain from recharging.
Nutritional deficiencies: Low levels of B vitamins, iron, magnesium, and other essential nutrients impair brain function.
Underlying mental health conditions: Depression, anxiety, trauma, or neurodivergence can significantly contribute to persistent mental exhaustion.
Lifestyle factors: Perfectionism, overcommitment, lack of boundaries, and inadequate breaks or downtime.
Mental fatigue is distinct from physical fatigue and stress—it results from sustained mental effort, not physical exertion, and leads to reduced attention, brain fog, irritability, and emotional numbness.
The Sleep Disruption note states insufficient sleep prevents the brain from recharging. Recharging in this context means secreting more neurotransmitters and removing metabolic wastes.
Note that fatigue and sleepiness are two different things, which frequently occur at the same time.
"While sleepiness is about the need to sleep, fatigue is about the lack of energy to function. You can be sleepy without being fatigued (e.g., after a long day), and you can be fatigued without feeling sleepy (e.g., after a mentally draining workday). However, both can occur together, especially with chronic sleep issues."
By in combat do you mean, in a combat zone where a battle is happening but the soldiers are not directly involved, or do you mean in combat where the soldiers are using their weapons but not maneuvering, or do you mean in combat where the soldiers are using their weapons and moving from position to position?
In combat mental and physical fatigue happens because everyone's neurological and physical stress responses are going full strength, even if soldiers are sitting in a vehicle. Soldiers frequently can't give coherent reports because the stress chemicals interfere with memory (ask them again after a hour). If soldiers are doing something more active during the battle, like patrolling or checking streets and buildings, they will be extremely focused and hyper-alert. The greatest fatigue would occur where the soldier are actively fighting and dashing from position to position possibly carrying heavy loads, like weapons, ammo, and rucksacks, in addition to their body armor and tactical gear and so on.
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