Fatigue and Moods

D&D has the Exhaustion scale, which lots of systems hook into; you know,
Exhaustion 1: Disadvantage on checks
Exhaustion 2: Speed halved
Exhaustion 3: Disadvantage on attacks and saves
Exhaustion 4: Hit point maximum halved
Exhaustion 5: Speed 0
Exhaustion 6: Death

You get exhaustion when things go against you; you lose exhaustion when you can long rest (or if you can catch a greater restoration or a potion of vitality).

We’re missing some other, lesser versions of fatigue, though: let’s call them moods. These are conditions (like charmed).

Angry: While angry, you don’t consider others your allies, you have disadvantage on ability checks (except for strength checks), and attack rolls against you have advantage.

Sad: While sad, others don’t consider you their ally, you have disadvantage on ability checks (except for dexterity checks), and your attack rolls have disadvantage.
Lonely: While lonely, you have disadvantage on saving throws against being charmed, and succeeding on a saving throw against being charmed cannot give you immunity to being charmed. Elves cannot become lonely.
Anxious: While anxious, you have disadvantage on saving throws against being frightened, and succeeding on a saving throw against being frightened cannot give you immunity to being frightened. Halflings cannot become anxious.
Gloomy: While gloomy, you are vulnerable to necrotic damage and have disadvantage on saving throws against necrotic damage. Whenever you fail an attack or check by more than 5, you cannot take reactions or multiattack, and can take only an action or bonus action until the next end of your turn.

Queasy: While queasy, you are vulnerable to poison damage, and have disadvantage on saving throws against poison and being poisoned. Dwarves cannot become queasy.
Fragile: While fragile, you are vulnerable to bludgeoning, piercing, and slashing damage, and attacks against you have advantage.

Shocked: While shocked, you are vulnerable to acid, cold, fire, lightning and thunder damage, and your saving throws against these damage types have disadvantage.
Of course, then we need the more positive ones. Things like:

Hopeful: Your current and maximum hit points increase by 5.

Brave: You have advantage on saving throws against frightened.

Confident: You have advantage on saving throws against charmed.

I’m inclined to let calm emotions affect all of these; I’m also inclined to let an ally counselor you out of them with a campfire scene. Have a negative one and try to sleep on it? Probably turns into a point of exhaustion.
These would make excellent outcomes for, like, long term travel hazards.

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About lackhand

I was born in 1984 and am still playing games, programming computers, and living in New York City. View all posts by lackhand

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