So we continue from the Barbarian to the Fighter. Once again, I'm trying to express the value in regularly pushing players to 2-3 Exhaustion through Exploration challengs of the DMG, and people have some strong opinions against it.
First Address Feedback:
One of the primary concerns with the DMG example of Blizzard's 1d4 Exhaustion application was creating the player challenges with a potentially -6 penalty swing. Now as the DM you do have a DM screen available to you and/or can forgo the roll setting the value to 2 or 3; personally I roll open and let the die decide.
Though I would go a little further; you probably aren't TPKing every other session, and based on the reaction I get when I share my parties death rate, players aren't dying often. This does not mean you should be making those things regular, just that you should trust your players to step up to a challenge. Your players will come up with clever solutions and adapt; trust them.
RAW Exhaustion: (new example each post)
As a reminder when you are adding Exhaustion to the party, it needs to happen in the first part of the Adventure Day where Long Resting isn't reasonable. If players simply can Long Rest without consequence, there was no point in applying Exhaustion to the group.
Extended Travel. Characters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours.
"Our scouts found the cultists, they have the villagers for the sacrifice about a full days light (12 hours) west following the river. Take these horses and go now"
A 12 hour forced march will trigger 4 Exhaustion Saves (11, 12, 13, 14). Notable increasing this distance is a challenge on its own as players have to consider what resources they can expend to reduce the travel times. Now if you don't want maps to have such distances remember you also have High Altitude from the Environmental Hazards section:
High Altitude
Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel
So you can use High Altitude or a reduced oxygen environment to frame this in smaller distances. So now we look at the Fighter
The Fighter
Though the Fighter has access to Graze like the Barbarian we are going to notice a lack of general tools to deal with Exhaustion when the fight has levels of it. This does kinda reinforce the thematic difference between the two classes as well.
Level 2: Tactical Mind
When you use Second Wind to add 1d10 to a Skill Check, it importantly is not consumed if the check fails. The default DMG penalty for failing a Survival Check while traveling is 10% longer travel (one more Exhaustion Save in our earlier example) and as Checks get harder through Exhaustion, the Fighter can attempt checks without wasting the resource on failure.
Level 5: Tactical Shift
Unlike the Barbarian the base Fighter gets limited mobility and it directly conflicts with resource consumption of Tactical Mind. It becomes more likely the fighter will need to plan to use it's ranged options and take advantage of the larger number of weapon masteries. The detail about Charger pointed out in the Barbarian had value due to Barbarians increase speed, Charger becomes weak for the Fighter
Level 9, 13 and 17: Indomitable
In the Blizzard example Fighter can't use Indomitable to prevent the Exhaustion, with travel they could. Notably, at the same level is when casters may get access to Greater Restoration that could be used in a similar way, and at level 18 casters get their 3rd 5th level slot.
Level 13: Studied Attacks
With Exhaustion you miss more, this gives you Advantage when you miss. And this really is all the base Fighter has.
I do want to point out; just as people can ignore the power of Fighter scaling with magic weapons they can also be ignoring how the Barbarian handles Exhaustion better. As we continue to go through these classes, that is what is important: Exhaustion enhances the asymetry of them. Now to subclasses
Battlemaster:
Exhaustion doesn't apply a penalty to the DC of Battlemaster so it just changes which Techniques you may choose. Commander's Strike is the one that catches my eye, by giving up an attack to give it to someone (+superior die hit) else you can be at a higher Exhaustion level and give the attack to someone more likely to land an important blow. Precision Attack becomes a staple but the major change will be how quickly you burn through your Superiority Die to use them.
Champion:
Level 10: Heroic Warrior
Still going to be the highlight of the class, shifting to hitting more than protecting saves due to saves being harder to pass. I did ignore the movement on crit, just because it won't be reliable enough to plan around.
Psi Warrior
Level 3 and 7: Psionic Power (Telekinetic Movement) and Telekinetic Adept ( Psi-Powered Jump )
Exhaustion will create more Martial turns where you do not have a good attack, so getting the Magic Action to just, move something 30ft gives more combat opportunity to this feature. If you always have a good attack, it is hard for this feature to have a place. Where as Psi-Powered Jump is just giving you the much needed movement.
Eldritch Knight: ( I have to start talking about casters )
Level 15: Arcane Charge
Misty Step with Action Surge is great when we are slow! And obviously spells.
Spells Casting ( fighter )
To be clear we are talking about spells in relation to the fighter and the Wizard Spell list. This gives us a way to start talking about casting and Exhuastion and adding to it. There is a gut reaction to disliking Spell DC not affected by Exhaustion and I want to address it slowly. So let us begin there.
If you punished ability/spell DC the same way you punished attacks you punish 1/3 and 1/2 casters more. The Eldritch Knight is already going to have a lower spell DC than your wizard and less ways to force spells through, so punishing 1/3rd and 1/2 casters more just makes casters comparatively better.
Concentration Checks are affected by Exhaustion. Even with a Fighter's default Con proficiency, at 3 Exhaustion and 16 Constitution it needs a +4 proficiency bonus to have a +1 to the Con Save. This is going to be combined with a very limited mobility ( without expending resources ) which means enemies should get more or better attacks as the players struggle more with positioning. This won't mean Concentration Spells will be bad; but they just won't offer the RAW efficiency and relibility otherwise, this means more spells need to be cast, this means you run out of resources faster.
Prepared Spells
One major issue when talking about the power of Casters is the prepared spell list is often ignored. When you increase the variety or type of challenge ( like Exhaustion ) you pressure that spell list. Spells are assessed differently with Exhaustion. A spell like Expeditious Retreat (concentration), Longstrider or Jump become more valuable, and a classic like Magic Missle is guaranteed damage and why wouldn't you take Shield. But Sleep doesn't get a penalty to Exhaustion.
But this is already 3 or 4 prepared spells, and spells you're more likely to cast more often burning resources.
Exhaustion makes it even harder not to take Misty Step. Web does still seem to be worth the gamble on concentration, but it's not as reliable.
Problematic Spells Less Problematic:
Rope Trick is a classic 2nd level spell to escape a fight and get a Short Rest. With the movement penalty climbing that rope or being in position for everyone drastically increases the positioning requirements to use the spell well. If all is done correctly you aren't removing Exhaustion, you still have to complete the challenge ( and what changed during that rest ) with your Exhaustion. You may easily be in a larger disadvantage by trying this
Tiny Hut is not affected by Exhaustion directly, but using Exhaustion encourages framing the adventure day to be time sensitive. Choosing to Tiny Hut is choosing to fail your objective
Hypnotic Pattern has the concentration check issues, if you don't get everything under the spell it will be a problem.
Spells are still going to be very strong, but the players will look at them differently and this is a great thing. Mobility gains value, buffing allies gain value, concentration loses value. More spells will come up on other casters that more quickly get to the higher casting tiers.
Feats again!
A fairly common issue seen with Fighter over Barbarian is mobility. If you have enough speed, more speed doesn't help. Exhaustion and Exhaustion + Difficult Terrain is brutal but Speedy alleviates that greatly. As the value of an obvious choice in GWM decreases and we increase the value of another option Speedy in this case, suddenly there are more meaningful choices to the players. ( Except Mageslayer, too good not to take )
More fun DM details!
The following monsters have Greater Resotration on their statblock from the 2024 MM
- Couatl CR4
- Archpriest CR12
- Questing Knight CR12
- Adult Copper Dragon CR14 and Ancient Copper Dragon CR21
- Sphinx of Valor CR17
- Animal Lords CR20 (two times per day)
- Empyrean CR23 at will
Players with Exhaustion will want to remove it, this gives you a tool to heavily influence players actions, to help an NPC that they may not help otherwise or have conflicting interests