The Alexandrian

This material is covered by the Open Gaming License.

A character can choose to push the limits of their normal abilities in exchange for the character suffering some fatigue from the effort. Immediately after using extra effort, a character becomes fatigued (-2 Strength, -2 Dexterity, cannot run), even if they are normally immune to fatigue. If a character uses extra effort while fatigued they become exhausted (-6 Strength, -6 Dexterity, one-half speed). If a character uses extra effort while exhausted they become unconscious.

A character using extra effort can gain one of the following benefits for a single round:

Activate Class Ability: Gain an additional use of a class ability that has a limited number of uses per day.

Desperate Parry: As an immediate action, gain the the benefits of fighting defensively (or using the Combat Expertise feat) against one attack. If the character was already fighting defensively (or using the Combat Expertise feat), double the bonus gained.

Desperate Speed: Move at double speed for one round or take an additional 5 foot step.

Emulate Feat: Benefit from a feat they don’t have for 1 round. The character must meet the prerequisites of the feat.

Emulate Metamagic: The character can use a metamagic feat they don’t have or don’t have prepared. This increases the casting time of the spell to at least a full round unless using the Quicken Spell feat. A caster with prepared spells must use up a prepared spell of the appropriate level, but can keep the original spell being modified. A spontaneous caster can use extra effort to use a metamagic feat they do know without increasing the casting time of the spell.

Extra Attack: When performing the full attack action, make 1 extra attack at their highest base attack bonus.

Focused Skill Check: Take 10 on a skill check even when they normally couldn’t.

Opportunist: Take an extra attack of opportunity.

Prodigious Strength: Double their carrying capacity for one round or gain a +2 bonus to a single Strength check (or Strength-based skill).

Spell Boost: A caster can use extra effort to gain a +2 bonus to their effective caster level for a single spell. (Must declare before casting the spell.)

Turn the Blow: Automatically negate an opponent’s critical hit (turning it into a normal hit).

Vicious Blow: Automatically confirm a critical without making an additional attack roll. (Must be declared before checking the crit.)

 

EXHAUSTING EFFORT

A character performing an exhausting effort suffers from exhaustion. If a character is fatigued when performing an exhausting effort, they become unsconsious. Exhausted characters cannot attempt an exhausting effort.

Intense Skill Check: The character can Take 20 on a physical skill check without expending any additional time on the check and even in circumstances where they normally couldn’t.

Recall Spell: Spellcasters who prepare their spells can use exhausting effort to recall any spell previously cast on the same day. The spell can be cast again with no effect on other prepared spells. Spontaneous spellcasters can use extra effort to cast a spell without using one of their daily spell slots.

Second Effort: The character can reroll any one die roll and use whichever result is better.

 

DESIGN NOTES

The Extra Effort mechanics serve a function similar to Action Points. One key difference is that while Action Points are a dissociated mechanic, the Extra Effort mechanics are associated: They specifically model that moment when a character digs deep and finds the inner reserves necessary to do what must be done.

The specific list of benefits that a character can gain from Extra Effort should be considered a sampler. Players should be encouraged to propose their own, situation-specific benefits from Extra Effort.

In judging whether or not a particular benefit is appropriate, I propose a simple spot-check: If it’s appropriate for a 2nd-level spell, then it’s appropriate for extra effort. If it’s appropriate for a 4th-level spell, then it’s appropriate for an exhausting effort.

The rationale for this is simple: Fatigue can be removed with lesser restoration (a 2nd-level spell) and exhaustion can be removed with restoration (a 4th-level spell). Therefore, in a worst case scenario, the system can’t be abused any farther than a character using extra effort and then immediately wiping it out with a 2nd-level spell or using exhausting effort and then immediately wiping it out with a 4th-level spell.

In playtesting, for example, exhaustive efforts were created when the Recall Spell ability proved too powerful: Characters were getting the benefit of a mnemonic enhancer spell for the use of a lesser restoration spell. Mnemonic enhancer, however, is a 4th-level spell — so if characters want to use a 4th-level restoration spell to more-or-less mimic the effect of another 4th-level spell, I’ve got no problem with that.

One Response to “Advanced D20 Rules: Extra Effort”

  1. Justin Alexander says:

    ARCHIVED HALOSCAN COMMENTS

    Muninn
    This post begins in a slightly tangential manner, so please bear with me for the moment.

    I’ve recently been outlining some potential rules regarding sleeping in 3.5e (since, as far as I can tell the only thing there is at the moment is “spellcasters regain their spells after 8 hours of sleep), and I was planning on using the fatigue/exhaustion conditions to reflect penalties from not sleeping for long periods at a time. A character who fails a check will be advanced to the next state, but (as noted below by a guest poster), the system slightly favours spellcasters (not as much in my case (where they will eventually run out of spells) as in yours (where a spellcaster is not significantly inconvenienced until the point where they pass out), but still began wondereing what a proper alteration would be to make fatigue or exhaustion more of a threat to the wizard.

    My idea was to impose a penalty to all mental-stats for the two conditions, but at a lower level then the physical penalties. I have been considering a flat -2 penalty for both fatigue and exhaustion (minor problem that this still provides little incentive for spellcasters to avoid going from fatigue to exhaustion, although I suppose the -6 penalties might cover that enough), or a -2 penalty only on exhaustion (same problems as before regarding normal state => fatigue, but might be more realistic and require less alteration of the existing system).

    I enjoy the alternate rules and articles that you post, and would be interested in hearing your thoughts on the matter.
    Thursday, March 11, 2010, 6:24:40 PM


    Justin Alexander
    Glad you liked ’em. Drop me a note when you get the mega-adventure published. I love mega-adventures. 😉
    Friday, July 24, 2009, 3:50:08 PM


    Clinton J. Boomer
    I’m incredibly impressed – one of my Patrons turned me on to this site, and I’m glad I stopped by.

    I may end up using your Extra Effort mechanics for a published mega-adventure/mini-setting; I intend to both credit you via the legally required OGL and give you a little shout-out somewhere in the book.

    Again, this is amazing stuff!
    Thursday, July 23, 2009, 12:57:59 PM


    AzaLiN
    Action points are weird; Players keep using them to get an extra movement action do escape or attack, allowing them to add 6-8 squares to their movement- i’m pretty dubious about that, it allows the druid to beat the world record for 100m sprinting.

    On the other hand, i started using them the same way for fleeing NPCs Smile
    Sunday, May 03, 2009, 3:11:06 AM


    Guest
    This seems to be heavily in favor of casters. If a fighter or rogue gets exhausted, they’re effectiveness in combat is sorely reduced. If a wizard is exhausted…so what?
    Friday, May 01, 2009, 2:17:50 AM

    Iron Mongler
    “Re: Action Points. I’m honestly bemused at your incredulity that a mechanic which has absolutely no connection to the game world whatsoever could be considered dissociated.”

    It seems a lot like what you’re aiming to do, only far easier to resolve, really. Speaking of, that’s basically what it is in the first place-resolve. It’s similar to how Eberron had action points if you’ve ever seen that.
    Thursday, April 16, 2009, 8:17:49 PM


    Justin Alexander
    Re: Second Effort. I’m not sure why anyone would try to make a second effort if their first effort succeeds.

    Re: Mental fatigue vs. physical fatigue. The system doesn’t really draw a distinction between the two.

    Re: Action Points. I’m honestly bemused at your incredulity that a mechanic which has absolutely no connection to the game world whatsoever could be considered dissociated.

    That is, after all, the definition of a dissociated mechanic.

    Re: Mass Heal. Good point. These rules have only been playtested up to about 12th level and I had overlooked that potential abuse. Probably a good argument for limiting the spell recall in a manner similar to mnemonic enhancer.

    Re: Getting Leadership. What does 1 round of the Leadership feat look like, exactly? People have a vague feeling of wanting to follow the guy for 6 seconds? Seems like a non-issue.

    Re: Getting metamagic. The caster exerts themselves to make their magic more powerful — either by pushing more of their personal energy into the spell or opening themselves more fully to the glory of their god.

    Re: Getting Blind-Fight. Well, the only effect that has is to let you re-roll your miss chance for 1 round. So that sounds like someone furiously swinging their blade in an exhausting fashion in an attempt to strike what they can’t see. Really no different than Second Effort.
    Thursday, April 16, 2009, 4:25:38 PM


    Guest
    Edit: Your design notes help a bit but create situations where arguments over house rules will come into effect.

    What if I emulate Divine Metamagic: Persist and slap on Divine Power for the day? Saves me feat slots, and then I just remove the fatigue with another spell.
    Thursday, April 16, 2009, 10:16:21 AM


    Guest
    How can action points be possibly dissociated? Especially compared to this? Why am I suddenly able to get Divine Metamagic or Leadership for 1 round? Blind Fight?

    How can I double my carrying capacity for a round? That means I can, as a 22 Str fighter, suddenly go from 173 lbs. as a light load to 346 for no reason.

    Also please realize that exhausting effort means nothing to a cleric. They will bring back Mass Heal (or even just Heal) to completely negate the exhaustion and heal themselves (or the party) fully, infinite times a day.

    Nevermind other judicial applications of some of the others, like using a Vorpal Weapon with Vicious Blow.
    Thursday, April 16, 2009, 10:10:49 AM


    Lior
    Interesting ideas, but some are still dissociate.

    The “retroactive” effects are still dissociated. “Second Effort” should be declared before the rolling the first time. “Turning the blow” and “vicious blow” do make sense if “to-hit” rolls don’t model single blows with the weapon but rather the overall fighting in the round, so you can choose to recklessly press an advantage or desperately fight for your life before the other person presses the advantage. By the way — how do the two effects interact (if used by opposing combatants).

    Generally, “extra mental effort” is a problem. With most feats and skills, I don’t see why using most them unskilled would be particularly exhausting. For example, trying to use a ranged weapon about your skill level (emulating an accuracy feat) is not much more tiring than at your skill level (compare this with hurriedly reloading a crossbow which would be quite tiring and should qualify). Trying to rapidly break a door would be tiring. Taking 10 on a Spellcraft check? no so much.

    PS: Would you accept a second-level spell that raises the caster level by 2 for the next spell?
    Monday, April 13, 2009, 5:59:21 PM

Leave a Reply

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.