Encumbrance & The “Lung” Penalty #
Expanding BECMI exhaustion rules into a tactical combat layer, we can introduce Combat Breath (CB). This bridges the gap between the static movement tables and the dynamic Weapon Mastery styles we have developed.
The Combat Breath (CB) System
Using the Hit Die (HD) + CON Adjustment creates a lean, scalable pool. However, since BECMI combat can go for several rounds, this pool is “per encounter”, and resets with rest.
Combat Breath (CB) Calculation
Max CB = [Class Hit Die] + [CON Adjustment]
| Class | Base CB | Example (CON 16, +2) | Example (CON 6, -1) |
|---|---|---|---|
| Fighter | 8 | 10 | 7 |
| Dwarf/Halfling | 8 | 10 | 7 |
| Cleric/Elf | 6 | 8 | 5 |
| Thief | 4 | 6 | 3 |
| Magic-User | 4 | 6 | 3 |
- Achieving Masteries: Upon reaching Expert (for the first time), your extra training gives you a bonus of 2 CB. Upon reaching Grand Master (for the first time), the extra training is a bonus of 2 CB more.
- Milestones: At 9th, 20th, 25th, 30th, 35th levels, gain 1 CB at each “milestone”.
- Lightly Encumbered: While carrying 400cn or less gives a bonus 2 CB, 401-800cn gives a bonus of 1 CB.
- Minor Actions (Normal Attacks): Cost 0 CB.
- Special Maneuvers (Deflect, Disarm, Whirlwind): Cost 1 CB.
- Mastery Tier Bonus (Expert/Master/Grand Master): Using the full damage/hit bonus of these tiers costs 1 CB per round. If you don’t pay, you fight at “Skilled” level.
- CB Does Not Stack: If you have multiple-attacks and/or use Deflect in the same round, it still only cost 1 CB, unless noted as “extra” from the style.
Revised Exhaustion States #
Instead of a binary “tired or not,” combatants now move through three stages of fatigue:
- Winded (CB reaches 0)
The character is breathing hard.
- Movement: Running Speed is halved.
- Mastery: You cannot use Master or Grand Master tier bonuses. You are capped at Expert.
- Recovery: Rest for 1 Turn (10 mins) to restore all CB.
- Exhausted (Forced to fight while Winded)
If you continue to use maneuvers or run after reaching 0 CB, you must make an Endurance Check (with a penalty equal to your Encumbrance/400). On a failure, you become Exhausted.
- Movement: Limited to Encounter Speed only.
- Combat: Monsters gain +2 to hit you. All your damage rolls suffer a -2 penalty (minimum 1).
- Mastery: You are capped at Basic mastery level.
- Recovery: Requires 3 Turns (30 mins) of absolute rest.
- Collapsed (Forced to fight while Exhausted)
If you are hit or forced to perform a demanding task while Exhausted, you must check Endurance again. Failure results in Collapse.
- Status: Helpless. AC is 11 (plus Dex).
- Recovery: Must rest for 3x the time spent in the preceding combat/task.
Style-Specific Exhaustion (The “Internal” & “Hard” Factor) #
- Hard Penalty: Because of the aggression, every successful hit you land costs 1 CB extra. You trade “Breath” for “Blood.”
- Soft Efficiency: If you successfully Deflect or Redirect an attack, you regain 1 CB. You are literally “stealing” the opponent’s momentum to catch your breath.
- Internal Reserve: These masters may use their Wisdom or Intelligence score for their Combat Breath Pool instead of Constitution.
Expanded Combat Exhaustion Rules #
In this system, you don’t just “get tired” at the end; you choose when to spend your stamina to perform at your peak.
1. Spending Combat Breath #
A character can spend 1 CB to perform any of the following “Peak Actions”:
- Style Maneuver: Use a special ability from your Mastery Style (e.g., Soft Deflect, Linear AC Penetration).
- Mastery Surge: Access your highest tier of Mastery (Expert/Master/Grand Master) for one round. (If you don’t spend the CB, you fight at your Basic or Skilled statistics).
- Force Move: Move your Running Speed during an encounter round without becoming automatically Winded.
- Endurance Save: Re-roll a failed Save vs. Paralysis or Petrification (representing physical grit).
2. Reaching the Limit (0 CB) #
When your CB hits 0, you are Winded.
- You can no longer use any “Peak Actions.”
- You fight at Basic Mastery only.
- The Struggle: You may continue to fight, but for every round you remain in combat at 0 CB, you must make an Endurance Check (d20 vs CON).
- Success: You stay upright but take a -2 penalty to hit.
- Failure: You become Exhausted (as per the Rules Cyclopedia).
3. Encumbrance Multiplier #
Your Encumbrance (cn) acts as a “tax” on your breath.
- 0-800 cn: 1:1 spending.
- 801-1,600 cn: All Peak Actions cost 2 CB.
- 1,601+ cn: All Peak Actions cost 3 CB.
The Style Interaction #
We can now refine how the different arts interact with this “Hit Die” based pool:
- Hard: “The Burning Strike.” You may spend 2 CB to add an extra damage die to your attack. You exhaust quickly but end fights fast.
- Soft: “The Circular Breath.” Once per encounter, if you successfully dodge an attack (AC bonus causes a miss), you regain 1 CB (up to your max).
- Internal: “Mind over Matter.” At 1st level, you choose: use your HD for CB, or use a flat 6 CB regardless of class. (Great for Magic-Users or frail Sages).
- Control: “Efficiency of Motion.” Your first Style Maneuver (Disarm/Entangle) each round costs 0 CB.
Training for Stamina #
To improve this pool, characters can seek out a Internal trainer who teaches “The Deep Breath.”
- Feat/Training: Spend 1,000sp and 4 weeks to permanently add +2 to your Max CB.
if a character lacks the Endurance skill, they lack the specialized breathing and muscle memory required to “push through” the wall of fatigue. In BECMI Weapon Mastery terms, they are strictly limited by their Hit Die + CON biology.
1. The “Hard Ceiling” (No Overexertion) #
Characters with Endurance can make a check to perform “Peak Actions” even at 0 CB (at the risk of collapsing).
- Without Endurance: When your Combat Breath (CB) hits 0, you are immediately Winded. You cannot attempt any further Mastery maneuvers, Style strikes, or Running. You are physically incapable of “digging deep.”
2. Doubled Recovery Time #
The Rules Cyclopedia states that an exhausted character must rest for three turns.
- Without Endurance: Because the character doesn’t know how to recover efficiently (e.g., controlled breathing), their recovery time is doubled.
- Winded (0 CB): Needs 2 Turns (20 mins) of rest instead of 1.
- Exhausted: Needs 6 Turns (1 hour) of rest instead of 3.
3. Automatic Failure on “Demand” Tasks #
If a character without Endurance is forced to perform a demanding task (like swimming across a river in plate mail or sprinting for an hour), they do not get to roll.
- They automatically Collapse after a number of rounds equal to their Constitution score.
4. Style-Specific Penalties #
Lacking “Internal” or “Physical” discipline makes certain styles more dangerous:
- Hard: You take a -1 penalty to AC for the rest of the day if you ever hit 0 CB, as your muscles are too shaky to guard properly.
- Internal: You cannot use the “Intelligence for CB” rule. You are stuck with your physical Hit Die (d4) because you haven’t trained your mind to sustain your body.
Tactical Summary: With vs. Without #
| Feature | With Endurance Skill | Without Endurance Skill |
|---|---|---|
| At 0 CB | Can roll to keep using maneuvers. | Locked to Basic attacks only. |
| Recovery | Normal (1-3 Turns). | Slow (2-6 Turns). |
| Long Tasks | Roll vs. CON each hour. | Automatic failure after [CON] rounds. |
| Combat Pen. | -2 Hit/Damage (if failing check). | Immediate -2 Hit/Damage at 0 CB. |
The Trial of the Three Breaths #
In BECMI, where skills and masteries are traditionally gated by levels and trainers, an “Endurance Quest” serves as a narrative bridge for a character to transcend their initial biological limits. To earn the Endurance skill mid-campaign, the character must undergo a trial that taxes their Combat Breath (CB) to the breaking point.
This quest is not about defeating a monster, but surviving a specific environment or ritual. To begin, the character must find a master of the Internal or Hard school.
Phase 1: The Fast of the Iron Lung (1 Week) #
The character is taken to a high-altitude peak or a deep, oxygen-poor cavern. They must perform their Weapon Mastery forms for 6 hours a day while carrying 801+ cn (Heavy Encumbrance).
- Mechanical Check: At the end of each day, the character must make a CON Check.
- Failure: They lose 1 Hit Point permanently for the duration of the training due to physical strain.
Phase 2: The Duel of Infinite Rounds #
The student must duel the Master. The goal is not to “win,” but to last 15 rounds without collapsing.
- The Struggle: The Master uses the Control style to Entangle or Trip the student, forcing them to spend 1 CB every round to recover.
- The Goal: Since a Fighter (d8) might only have 8-10 CB, they will hit 0 CB before the duel ends. They must succeed on three consecutive Endurance Checks (using their raw CON) to keep fighting while Winded.
Phase 3: The Insight #
Upon succeeding, the Master teaches the “Secret of the Second Wind.”
- Reward: The character immediately gains the Endurance skill.
- The Bonus: If they are a Grand Master in any style, they also gain a permanent +1 to their Max CB pool, representing a heart that has been hardened by the trial.
Roleplaying the Mastery Reward #
Instead of just writing “Endurance” on the sheet, the character now has a “Mastery Signature”:
- Hard Master: Their skin takes on a permanent bronze hue from the internal heat of their effort.
- Soft Master: Their breathing becomes so quiet it is nearly undetectable, even after a full sprint.
To spice up BECMI combat beyond the standard Rules Cyclopedia options like Disarm, Parry, and Smash, you can integrate maneuvers that leverage the new Combat Breath (CB) system. These maneuvers add tactical variety by trading stamina for immediate battlefield impact.
1. Defensive & Group Maneuvers #
- Shield Wall (1 CB): Two or more fighters with shields stand adjacent to form a wall. This provides them and any allies directly behind them with protection against all normal missile fire from the front.
- Bring Shield to Bear (1 CB): Instead of attacking, a fighter focuses entirely on defense, blocking all incoming normal missiles from the front for that round.
- Warding Wield (1 CB): A master focuses on their weapon’s defensive properties, increasing their AC by 2 for one round.
2. Offensive Special Strikes #
- Pommel Strike / Half-Sword (1 CB): Use the hilt or the middle of the blade for a close-quarters strike. It deals standard damage plus a Strength bonus, with a chance to Stun or Knock Out the opponent as per unarmed combat rules.
- Arcing Strike (2 CB): Requires a two-handed slashing weapon. On a successful hit, the master deals half damage to a second target within 5 feet.
- Run Through (2 CB): Requires a piercing weapon. After a successful hit, the master carries the momentum into a second target within 5 feet for half damage.
- Whirlwind Strike (3 CB): The master attacks all adjacent enemies simultaneously. This is often reserved for Grand Master ranks.
3. Utility & Battlefield Control #
- Feint (1 CB): A master makes a false attack to use up a defender’s action or create an opening. The next attack against that same target is made with a significant bonus or higher mastery tier.
- Hobbling Strike (2 CB): On a successful hit, the master can choose to deal no damage but instead reduce the target’s movement speed by half.
- Sweep (1 CB): Using a polearm or staff, the master attempts to knock a man-sized opponent off their feet. The target falls prone and must spend their next round standing up.
4. Advanced Advanced Masteries #
At higher levels, specialized training can unlock “Stunts” that trigger automatically or on specific die rolls:
- Chop ’til You Drop: Fighters who kill an opponent with a melee weapon immediately gain another attack, up to a maximum number of attacks equal to their level.
- Catch Your Breath (2 CB): As a bonus action, a master can use their limited well of stamina to regain 1d6 + CON modifier in hit points.
