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What about stress ?
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naash
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PostPosted: Sat Jul 27, 2024 10:56 am    Post subject: What about stress ? Reply with quote

Juste returning to SW D6 since so many years...

Is there any rules to manage stress during combats or stressful situations ?
I dig in willpower rules but looks like it is not really for combat situation.
Am I wrong ?
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Whill
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PostPosted: Sun Jul 28, 2024 4:20 pm    Post subject: Re: What about stress ? Reply with quote

naash wrote:
Juste returning to SW D6 since so many years...

Is there any rules to manage stress during combats or stressful situations ?
I dig in willpower rules but looks like it is not really for combat situation.
Am I wrong ?

No, RAW willpower doesn't really address this. It is used to resist intimidation and persuasion.

Psychological Effects - This is a house rule system that may be applicable to combat or other stress situations. CRMcNeill may chime in with some commentary.
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garhkal
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PostPosted: Sun Jul 28, 2024 11:42 pm    Post subject: Reply with quote

IIRC the recently done medical sourcebook has info on stress and relief.
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Mamatried
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PostPosted: Mon Jul 29, 2024 3:43 am    Post subject: Reply with quote

use Stamina?

Stamina is often used vs environemt and such I can also se it being used for exhaustion.

Any map should give the difficulty.

Map +1D makes the threshold a +1 to difficulty
Map +2D gives a +2 to the difficulty.

A very easy exchaustion check with a MAP +2d is no longer a 3-5 difficulty but is a 5-7 diffculty.....

Or something like this.

Then we can give it some strain from duration of normal non MAP actions.

Trooper TB 456 have been shooting his gun for 3 rounds, he has a 3D
strenght, in his next round he can either shoot with a +1 difficulty for the next 3 rounds, or he can roll a moderate unmodified Stamina check.

If he shoots non stop for 4 rounds, he gets a +1 to his difficulty, and can either shoot at a skill MINUS -1 pip, or roll stamina with a +1 to his TN
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CRMcNeill
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PostPosted: Mon Jul 29, 2024 1:05 pm    Post subject: Re: What about stress ? Reply with quote

Whill wrote:
Psychological Effects - This is a house rule system that may be applicable to combat or other stress situations. CRMcNeill may chime in with some commentary.

Confusion, Fear or Panic effects would absolutely be appropriate for someone being overly stressed in a combat situation. However, I think the default for PCs in this setting is to be “combat hardened” to a certain degree, so having combat stress be an issue would be better suited to a Disadvantage in an ADSA system, applied to a specific character, not all of them.

Also worth mentioning: Dredwulf60’s Stress & Stress Relief House Rule.
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garhkal
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PostPosted: Mon Jul 29, 2024 1:32 pm    Post subject: Re: What about stress ? Reply with quote

CRMcNeill wrote:
Whill wrote:
Psychological Effects - This is a house rule system that may be applicable to combat or other stress situations. CRMcNeill may chime in with some commentary.

Confusion, Fear or Panic effects would absolutely be appropriate for someone being overly stressed in a combat situation. However, I think the default for PCs in this setting is to be “combat hardened” to a certain degree, so having combat stress be an issue would be better suited to a Disadvantage in an ADSA system, applied to a specific character, not all of them.

Also worth mentioning: Dredwulf60’s Stress & Stress Relief House Rule.


Even combat vets get stressed, suffer fear/panic and confusion...
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CRMcNeill
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PostPosted: Tue Jul 30, 2024 1:12 pm    Post subject: Re: What about stress ? Reply with quote

garhkal wrote:
Even combat vets get stressed, suffer fear/panic and confusion...

Yes, but less so than civilians who've never experienced combat before. My point was more that "combat veteran" would seem to be the default for PCs, and that being more prone to fear / panic / confusion is the exception, not the rule.
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garhkal
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PostPosted: Tue Jul 30, 2024 4:37 pm    Post subject: Reply with quote

Tell that to all those suffering PTSD.
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CRMcNeill
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PostPosted: Tue Jul 30, 2024 5:39 pm    Post subject: Reply with quote

garhkal wrote:
Tell that to all those suffering PTSD.

A Space Opera setting isn't real life, and a party of PCs aren't a representative demographic of a population as a whole.
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garhkal
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PostPosted: Wed Jul 31, 2024 1:12 am    Post subject: Reply with quote

True, but PTSD and similar mental issues, shouldn't just be totally ignored, because its a game.
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naash
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PostPosted: Thu Aug 01, 2024 2:43 am    Post subject: Reply with quote

Thanks mates

I was talking about combat stress.
How being shot at should interfere with PCs ?

I'm thinking of a system :
- +1 stress point each time someone shoot at you (+ if the weapon has a higher ROF)
- -1 stress if nobody shot at you during the round
- when the number of stress point reaches your PER : you have to test your willpower

If you succeed : you act normally and stress point are relieved
If you fail, you get a -1D until the end of fight

You could have to test several times in a fight if everyone wants to shoot at you...

What do you think ?
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pakman
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PostPosted: Thu Aug 01, 2024 4:34 pm    Post subject: Reply with quote

Missed this thread - life gets busy.

Lot of great stuff in here .... I wanted to create something simple, with a few checks here and there ....but not too much....this was the result...(been in play testing two+ years).


TLDR VERSION:
Character accumulate points of Stress for challenging physical or mental actions, each time this happens, they make a Stamina roll to see if it effects them. If they pass - the keep the accumulated Stress, and don't make another check until they gain more Stress.

If they fail - they get a pip of Fatigue, every 3 pips of Fatigue is a -1D penalty to all actions.

Get enough Fatigue - you are Exhausted and have to make checks or pass out.
1 hour of rest clears out all stress, and 1 pip of fatigue.

LONGER VERSION: Stress

Yes, have a system for fatigue and stress - developed it for two reasons;
1 - a better system for exhaustion, including more contributing factors(combat, encumbrance etc.).
2 - as way to balance force powers, especially in those eras of play where where the need to hide from the empire is not a natural check on force powers (clone wars, new republic, high republic, old republic etc.).

Stress, Fatigue and Exhaustion
From my glossary

Stress: Representing physical and/or mental strain – an
accumulating value requiring Stamina checks to avoid Fatigue

Fatigue: A measure of physical and mental exhaustion, each 3
pips of Fatigue result in a -1D condition penalty,

Exhausted: Condition –accumulated Fatigue has reached the
character’s Stamina Die Code, and they must take regular
Fortitude Checks from collapsing and passing out

How this works
Stress and Fatigue: Stress is gained from physical and mental strain (combat, exertion, being healed, etc.). A Stamina Save is required each time Stress is gained, the Difficulty level* being the Stress value.
On Success there is no effect until Stress increases again.
On a Failure, Stress is cleared, but gain one Pip of Fatigue.
Each Full die of Fatigue is a penalty to all Actions.
When Fatigue reaches the character’s Stamina Die code, they must make a
Fortitude Save every minute or pass out.

* In my house rules, I have given each Difficulty Level a number - Very Easy is Difficulty level 1, Easy is Difficulty level 2 etc.
This makes it simple to quantify different rules results in terms of a difficulty level, or in shifting a difficulty level - when a rule says "for every X, it is one difficulty level " in this case for 2 points of Stress - that is DL2: Easy check.

* Save : I define a save as a attribute or skill check that is not affected by condition penalties or multiple action penalties - resisting damage is a Save by that definition. I just call things a "check" or "save" in my house rules, so I don't have to type "not modified by condition or action penalties..." every time.

How a Character Accumulates Stress and Fatigue

Combat - 1 point of stress for each minute, or portion theroff.
Hike - 1 point of stress for every 30 min, modified by terrain.
Evening of carousing and gambling - multiple points.
Being healed with a medpack or forcepower - 1 point of Stress.
Healing someone with a force power - 1 point of Stress.
Failing to make a Force Power - 1 point of Stress.
Concentration based powers - 1 point of Stress per min.
Some powerful force powers - 1 point of Stress to just use.
Overencumbered - 1 point of stress per 30 min of activity.
Some special weapon keywords (A BULKY 2H melee weapon, generates 1 stress per round if used, for example).

Various athletics skills, etc - also give Stress etc.

Recovery
Resting for 1 hour - clears all stress and 1 pip of fatigue.

Stimulants (drugs), roleplaying events, and other activities (I have some social sklls that can give bonuses - adds more value to non-combat type characters) can also remove stress etc.

How this has worked in actual play
Is this perfect? No.

We have been playing with it for about 2 years - and it has gone over some tweaks here and there. Overall it works really well for what for what it was intended ....except for one observation....

One observation -
The biggest challenge is one common with a lot of game systems - depending on how busy the party is - the draining of temporary resources may not matter much.

Sure, for those scenarios where stranded in the desert, of having a very long run and gun battle- it adds a lot.
But overall - the party is usually only in one combat per day (game time) or maybe, two (again your campaign can vary) - so even if the characters are exhausted after a long battle or story event - usually - they can rest before the next encounter (again, usually - not all the time - your adventure may vary).

So I have found that while the players are .....aware of it and it does affect some a some choices here and there ... overall it does not have a huge impact on play.

But then again - maybe that means it is right where it needs to be.
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naash
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PostPosted: Fri Aug 02, 2024 2:06 pm    Post subject: Reply with quote

Thanks for sharing.

Your houserule is simple stupid,and it's exactly what I'm looking for.

I might just Split it in 2 caracteristics:
- fatigue /exhaustion : due to physical efforts
- stress / résilience: due to being in danger, or in a difficult situation

I like the pip penalty : it's far less brutal than minus dice.

Thanks again !
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pakman
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PostPosted: Fri Aug 02, 2024 8:13 pm    Post subject: Reply with quote

Awesome - glad you like it!
Honestly it was a LOT of work to come up with something that had some depth, but was not too complex. I got a lot of inspiration from all the other folks here on the pit regarding how to make good quality house rules.

Physical and Mental
You could make them the same - just change the stat the roll to resist it is based on - physical is resisted with Stamina, and mental is resisted with willpower.

Either way, happy it may have some useful elements.

Side note - I had to rework the Force Powers on resisting Fatigue - otherwise they made this system pretty useless.

I changed it to Suppress Fatigue, Concentration, and it reduces fatigue penalties by 1D +1 extra pip for each difficulty level the character rolls above very easy.

So, combined with the concentration bonus - they have to roll well - and it only lasts while Concentrating....
(I reworked every single force skill for balance and consistency - they are all a single skill check to activate).

But that.....is another topic....
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naash
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PostPosted: Sat Aug 03, 2024 3:21 am    Post subject: Reply with quote

Physical and mental : that's exactly what I intend to do.

Regarding the Force, I play with non sensitive caracters so I don't have to care about this.

Thanks again for sharing.
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