fbpx

Fatigue and Conditions: An Excellent Mechanic From The Avatar Legends RPG To Add Depth And Roleplay To Your D&D Combat.

In our most recent episode, we reviewed our experience with playing the Starter Set for the new Avatar Legends RPG developed by Magpie Games, as well as the tips, tricks, and pitfalls we’ve found with running brand new systems that are very different from traditional d20 systems.

During the episode, we got into a discussion regarding one of the mechanics that we were a bit divided on. But I thought it was an interesting way to make the effects of combat more cinematic and narrative, as opposed the the tried-and-true mechanic of hit points.

So, I thought I’d break out the mechanic a bit more in this article to introduce you to something that might inspire you to look at your combat encounters in a slightly different way: Fatigue and Conditions.

Hit Points

“I hit you, you hit me… the story of D&D.” It’s a joke we’ve made several times during the podcast, and as it is with most jokes, there is always a kernel of truth to them.

How many times have you looked at the current hit points and damage dealt tete a tete and wished that you could have something that feels more like the combats you see in movies and television shows, or read in your favorite novel? Something that doesn’t leave the entirety of the mechanical effects up to your narrative description alone?

I’ve consistently attempted to factor in the idea of hit points and damage taken as more than just physical damage, as most of you have done as well. The hit and damage you took was you continuing to parry the hobgoblin warlords attacks and getting worn down; you got winded by constantly bobbing and weaving the pugilist in the underground fight club; your own unleashing of a barrage of attacks took a toll on your endurance and left you trying to catch your breath before the enemy retaliates.

While this is a simple mechanic that allows for as much or as little description as you would like to make your world and your campaign come to life, having the mechanic build some of these ideas into the gameplay itself does offer to help with the heavy lift.

Fatigue

Every companion has a fatigue track with five boxes on it. When you mark fatigue, it represents getting physically, mentally, and/or emotionally tired, stressed, and worn down. Once you’ve marked all five boxes, you’re on the verge of collapsing or passing out; nearly everything risky you do might put you out of action.

Avatar Legends RPG

This is one of the core mechanics found in the Avatar Legends RPG that begins to bake in the idea of more than just the physical act of combat. The most interesting aspect of this, as opposed to the hit point mechanic most of us play with, is the fact that Fatigue doesn’t just tally damage inflicted on you, but takes into account the necessary physical, mental, and/or emotional stress needed to continue to fight – I mean, there’s a reason that boxing rounds are only three minutes long… just try to shadow box for three minutes straight and let me know how you feel!

As we discussed in the episode, and what started as a sticking point for DM Tony, was the fact that to “do the thing” – your cool new Firebending power, unleashing a barrage of attacks to put the enemy on their back foot, etc. – it cost you something (I refer back to the three minute round… try punching even more during that time…)

But, if it costs me to do the thing, I’m going to drop two turns into the fight, right? Well, not exactly. As the rules go on to explain:

If you’ve marked all five fatigue boxes, then any time a game rule gives you the choice between marking fatigue or doing something else, you have to do the something else.

Avatar Legends RPG

Okay, what is the “something else” you ask? Well, there are mechanics in the game where you or your companions can help to clear fatigue OR you can begin to accrue Conditions, and this is where the more cinematic and narrative aspects of the mechanic begin to foster more in-depth roleplay during combat.

Conditions

A condition is an emotional state which leaves you uncomfortable and vulnerable. Every companion has five conditions they can mark when something particularly stressful happens to them: Afraid, Angry, Guilty, Insecure, and Troubled.

Avatar Legends RPG

So, you’re getting more Fatigued trading blows with the bad guys, and now that starts to affect your abilities. I mean, is there really any change in your abilities between 100 hit points and 1 hit point? Not unless your DM has decreed some homebrewed mechanic. But here, Rocky Balboa wanting to “go the distance” can be played out with real consequences.

Once all your Fatigue boxes have been checked, and you continue to fight, you begin to accrue these conditions. And while they work partly like an additional five Fatigues, they begin to lend your choices in combat even more gravitas.

For instance, if you become Troubled during the exchange, you now have a -2 penalty when attempting to Plead (persuade) an NPC or to Rely on Your Skills and Training. Just imagine in your D&D game that when you failed the Save against Frightful Presence, you didn’t just have to move away and have Disadvantage when attacking the creature, but your skills and abilities became that much harder all around?

Similarly to having avenues to clear your Fatigue, the game also allows for you to clear you Conditions, but again, in ways that spur and nurture the roleplaying during combat.

You become Afraid? You can clear that Condition by running away.

Troubled? You need to seek guidance from a mentor or powerful figure.

Become Insecure? Take foolhardy action without talking to your companions.

Final Thoughts

I don’t make any excuses that I love 5e D&D. It’s a great system that I know well, is streamlined with some great mechanics (see Advantage/Disadvantage) and that has provided countless hours of fun, and will continue to do so.

With that, we’ve talked on multiple occasions about other systems we play and what we love about them – Pathfinder, Call of Cthulhu, Basic Fantasy, and Marvel Superheroes Roleplaying, to name a few. And with every single one of them, some mechanic finds its way into my D&D games. Hell, I’ve even brought in mechanics from board games I love!

While there were aspects to the Avatar Legends RPG that I was less jazzed about, their mechanic of Fatigue and Conditions made me stop and think about how it could improve my D&D games. There’s nothing but inspiration to be found in other games and other systems, just like we find inspiration for our worldbuilding from books, movies, television, and mythology.

So, stay open to new ideas. Play new games. As Bruce Lee said, “Absorb what is useful, discard what is useless, and add what is specifically your own.”

And… as always, for whatever system your playing and whatever dice you need – be it d20s, d6s, or percentile dice – check out our affiliate link at FanRoll Dice to get 10% off your entire order!

Until next time, heroes… LIVE THE ADVENTURE!

1 thought on “Fatigue and Conditions: An Excellent Mechanic From The Avatar Legends RPG To Add Depth And Roleplay To Your D&D Combat.”

Leave a Reply