There isn’t an explicit set of mechanics handling pain and exhaustion for PCs, but there are decent mechanics for Morale that could be useful. Morale Checks could form the basis of a system for PCs, especially relevant during combat encounters. When a check fails, instead of retreating or fleeing like an NPC or a monster, the PC incurs a temporary penalty to applicable stats. Here is a copy of the original Morale Check list from the Rules Cyclopedia, p. 103. I’ve numbered the entries for convenience:
1.
At the Start of an Evasion: When a
group tries to evade encounters, the DM rolls to see if the creatures give
chase.
2.
During a Chase: Every five combat
rounds; success means that the creatures continue to give chase, and failure
means they break off the chase.
3.
In Combat: When the creature is first
hit, taking 1 or more hit points of damage.
4.
In Combat: When the creature is
reduced to one-quarter (or less) of its starting hit points.
5.
In Combat: When the first death (on
either side, PC or NPC/monster) takes place, the DM makes one morale roll for
the remaining creatures to see if they wish to continue.
6.
In Combat: When half of the creatures
are not free to act (because they are dead, asleep, controlled, etc.).
7.
In Combat: When the creature or NPC
is subjected to a weapon master's Despair effect (as described in Chapter 5).
8. At Any Time: When the creature or NPC is subjected to a magical item or spell that calls for a morale check. (Example: drums of panic, reverse gravity spell.)
Matching Effects on PCs
1.
Does not concern the PCs.
2.
Exhaustion: Make a Morale Check. If
it fails, −1 to Con; Duration 5 Rounds.
3.
Pain: Make a Morale Check. If it
fails, −1 to Str, Dex, and the next ML check; Duration 5 Rounds.
4.
Pain: Make a Morale Check. If it fails,
−1 to all stats and ML checks. Duration: the encounter’s end.
5.
Psyche: Make a Morale Check: If it fails,
−1 to Wis, Int, and Cha; Duration 5 Rounds.
6.
Psyche: As above. Duration: Until the
situation no longer applies.
7.
Psyche: As above. Duration: Until the
Despair effect no longer applies.
8.
DM’s call (magical effect may be
related to Exhaustion, Pain, or Psyche).
Base Scores: This assumes the DM has allocated ML scores to the PCs’ character classes. ML scores increase with the PCs’ experience levels. It would be truly cruel to give 1st-level PCs ML scores of 3. It’s bad enough being a 1st-level vict… uh, hero. So, let’s start with a base score of 6. Adjust +/−1 for minor personality traits. A Paladin-like hero gets a +2; a berserker-like character enjoys a solid 12 and never cares about any of this nonsense (no modifiers for berserkers, of course).
Level Base Scores
1-3 6
5-6 7
7-9 8
10-14 9
15-20 10
21-27 11
28-36 12
(max.)
Certain spells and intense emotions (hatred, anger, a sworn enemy, exalted faith, etc.) may provide bonuses during encounters. A Bless spell, for example, ought to give a +1 bonus to ML Checks. Other adjustments are possible, like −1 for being sick, starving, cold, parched in a hot desert, lost in a jungle, etc. Give it a try. See how that works.