Sometimes, the threat an adventurer faces isn’t just injury — it’s fatigue, it’s disease, it’s mental trauma, or something more spiritual. Game systems have been trying to model this since the start of roleplaying games, sometimes badly, sometimes well. So which ones do the best job from a standpoint of game mechanics and/or narrative play?
Dungeons & Dragons first dealt with this in the form of the “constitution check”. Did you drink too much? Was the forced march tiring? How about that climb up the wall to the castle? Constitution check: you pass, you’re all good; you fail, you suffer a penalty to your ability or in later editions, skill check, later still the disadvantage.
In the rules-lite Outgunned!, a character who is trekking through the jungle muck, bitten by mosquitos would do an Brawn+Endure test. Set the difficulty — let’s say a “basic” requiring a single match. Our scoundrel, John McCray, from earlier in the RPGaDay, has a Brawn 2 and Endure 1 — he’s a city boy, not an action archeologist. He rolls no successes! He takes a point of Grit (all characters have 12), but the GM decides that the heat, humidity, the muck, the stings add up to the condition “You Look Tired”, which takes a die off for the next tests until he can camp down and get some rest. The condition wasn’t necessary. He could just have lost Grit, the equivalent of hit points, but it’s not so much he’s hurt, as everything had just come together to wear him down.
This use of damage in point form and/or some kind of injury is something we see in Star Trek Adventures. Here, the main damage track is “stress”, which can be physical, social, mental, etc. In physical combat, stress is used to avoid injury. Example: Lt. Idrani is in a knock-down fight with a Nausicaan thug. The Nausicaan throws a punch at Idrani with his Daring of 11+ his Security 5 (focus in hand-to-hand) and needs two successes. He needs under 16 and gets a 5 and a 10 on 2d20 — the 10 is a success, but the 5 is under his security and due to the focus, he gets two successes, gaining a threat he throws to increase his punch severity. The fight’s been going on for a while and Idrani’s stress track of 13 is already at 8 — this would make it 10. Instead of taking the stress, he decides to take the injury trait Battered 2. The trait counts against his fighting tests, but he’ll be able to stay in the fight longer.
It’s similar for a mental attack. The monster of the week attempts to invade Captain Kerr’s mind. It’s an opposed test, with Kerr’s Control of 9+ her Command 4, a 13 is needed. The creature rolls two successes to control her mind. Kerr rolls a 14 and 8: one success. The creature can take her over, or she can take 2 stress to resist.
In Blade Runner, characters have health for physical injuries, and resolve for mental ones that are based on their physical and mental attributes. Detective Tomas D’Angelo has a health of 7, a resolve of 5. In a struggle with a perp, D’Angelo gets stabbed — ordinarily, that’s 1 off his health for the weapon, but BR uses a success-based system and the bad guys got two successes on his attack: that 2 health gone, but it allows a critical injury at a d8. The baddie rolls a 2 on the critical piercing table: he’s been stabbed through the hand and has disadvantage to hand-to-hand and firearms tests. Similarly, experiencing the trauma of the injury does him a 1 resolve. If he’s already suffered trauma — say, the loss of another cop — he might have to roll on the critical stress effect table.
In Alien, as stress builds up, the character gets an additional die to their roll (of a different color or rolled separately) — a 1 on any of the stress die can lead to panic effects.
In Legend in the Mist, conditions are tracked based on what they do. Trogdor is faced with his first real challenge, a troll! The giant creature roars at the party with its booming voice, and it is big and strong — +2 to its roll. Trogdor’s soldier and fiery disposition seem to fit the bill, knocking that back to 0. Trogdor rolls a 7: he does not flee, but does take a intimidated 2, which will work against him in the fight. During the fray, he biffs one of his rolls against the troll swinging a small tree at him and takes battered 4. Heroes can only take 5 before they are taken out…if this fight doesn’t get done soon, Trogdor is mince meat.
There are a lot of ways to model endurance — be it physically pushing through cold and damp, or resisting mental stressors like interrogation. Most are some form of mechanical disadvantage to any tests the hero tries, or a form of damage that might take them out of action. Some model this a bit better than others — having some kind of detriment given to the character that isn’t necessarily life threatening (you’re out of hit points!), but do make their lot harder to push through.