I was thinking what if fatigue was not a hard stat that needed replenishing like hunger. What if it was a temporary stat that only effected toughness, running/swimming speed. It would work like a penalty to toughness that grew and shrunk depending on exertion. It could sap your toughness/speed by up to half at max.
So you are running all day and your toughness would slowly decrease. But stop and rest or walk for a while and it would quickly increase back to normal. The rate that it increases and decreases would be dependent on your base toughness, and functioning in a fatigued state would have the same sort of effect to toughness as fighting while encumbered does to strength.
I think it would allow for strategic use of walking, jogging and running without the need for a full cumbersome stat like hunger to be maintained.
increases to the penalty:
running/swimming +1
jogging +.5
fighting +2
laboring +.5 - +1
carrying a load or person additional +1
decreases to penalty:
walking -1
standing sill -2
sleeping -10
ranged weapon use -.5
I add ranged weapon use to add some new strategic options to combat. If you have been fighting for a while and have some exhausted characters you can swap them to the back lines and put in fresher ones. The ones in the back and still use ranged weapons while they recover their breath.
Again not expecting this to be implemented just thought about it and wanted to discuss it with some body.