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T5 Personal Combat

A little puzzled about Endurance in melee combat.

RAW states that the number of combat rounds a character can fight before becoming exhausted = END. Fine, makes sense, got that. The puzzling bit is after that "...the character may only roll 1D."

This implies one of two things:

1. That there is some advantage in rolling 2D that I am missing, or...
2. That melee combat becomes easier after exhaustion kicks in.

The example given between Cayne and Corbett seems to indicate the latter - "[Corbett must roll] 5 or less on 1D."

Is this as intended? Should it not be more difficult after exhaustion (say, the task going to 3D, rather than dropping to 1D)? Otherwise, what is the advantage of rolling 2D while not exhausted over 1D while exhausted?

Confused!
 
I interpret it as a "typo"/errata. I think it should be:

If A exceeds END, then A's attacks are rolled +1D. Since combat is abstracted to 1 minute rounds, I infer A will also be impaired in attempts to defend A's self. So, attacks against A are rolled -1D. This works out as A rolling 3D to attack and opponents rolling 1D to attack A while A is fatigued.
 
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I interpret it as a "typo"/errata. I think it should be:

If A exceeds END, then A's attacks are rolled +1D. Since combat is abstracted to 1 minute rounds, I infer A will also be impaired in attempts to defend A's self. So, attacks against A are rolled -1D. This works out as A rolling 3D to attack and opponents rolling 1D to attack A while A is fatigued.

I agree, that makes more sense. The fact that "roll 1D" is stated in the rules, and then reinforced in the example given, just had me going "huh?".
 
I agree, that makes more sense. The fact that "roll 1D" is stated in the rules, and then reinforced in the example given, just had me going "huh?".

Likewise. It makes no sense to me as written in the book. I guess I ignored the example as i tried to classify the rules as written on the subject as erroneous.

That written, I don't like the melee rules (as written) at all. I've worked out melee rules based upon the task system that make more sense to me, even if they are quite crunchy.
 
Examples given in RPGs are rarely in-sync with their rules. Most game editors forget about them, or leave them vague at best.
 
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