Since the topic of adding a fatigue system has been brought up as a balance measure; I figured I may as well give my thoughts on it.
In my system, fatigue is directly tied into the movement point system. Essentially, the more action points are used within a specific amount of time; the more fatigue is generated.
A player has a stamina “battery” and a fatigue threshold. Actions that cost fewer movement points than the fatigue threshold do not drain stamina. If an action costs more than the threshold, those points are taken from the battery.
Let’s say Urist McSurvivor has a stamina battery of 750 and a fatigue threshold of 125.
Moving with no modifiers/encumbrance costs 100; thus has no affect on stamina.
Dragging a shopping cart around with no other modifiers cost 103; still under the threshold so no affect on stamina.
Swinging a fire axe with no modifiers costs 142 movement points. So every attack drains 17 stamina.
Moving while wearing a suit of unpowered basic power armor costs 140 movement points; so every movement drains 15 stamina.
To regain fatigue, simply use fewer movement points than your threshold; the difference is added to your stamina battery. So in the example above; you can regain 25 stamina by moving if you have nothing that modifies your movement cost.
Dodging is calculated as 1/2 the cost of moving a tile. So if you move and dodge twice; that’s (100 + (50 X 2)) - 125 = 75 fatigue.
Blocking is calculated as 1/4 the cost of moving a tile.
Idling ("." or “keypad 5”) is calculated as 1/2 the cost of moving a tile. (Which increases stamina recovery)
Being hit drains stamina depending on damage taken.
(If I missed anything please mention it.)
If you don’t have enough remaining stamina to perform an action; you won’t be able to do it (“You’re too exhausted to do that!”). You can still perform actions that are below your fatigue threshold.
Your stamina battery and fatigue threshold can be affected by things such as health, pain, sleepyness, mutations, martial arts styles, etc.