Last night I was kinda faced with a dilema.
I usually just convert fatigue to wounds for NPC's, but at the same time I burn fatigue (which then becomes wounds) to close distance on players...
This is kinda cheating I guess, but I have a rule never to burn more than 2 fatigue/turn. But it means that our Amber Wizard, who wanted to do hit n' run on a beastman, felt it was useless. Because he'd move in attack, then spend Power to get more maneuvers and move out (beastform). But the beastman would just burn 1-2 fatigue and move to engaged again...
Afterwards I kinda felt I cheated him of a good victory, because if I had spend actual fatigue, he would have worn the beastman down by sheer fatigue (in my game fatigue/stress over thresshold removes stat dice...). His problem being that he did very little actual damage to the Beastman.
So I'm thinking that either I should:
a) Convert fatigue to wounds, or
b) Never burn fatigue
But never both at the same time, because for a Ungor with 8 wounds, burning fatigue which becomes wounds is harsh, but for a Wargor with 18 wounds, it's an okay thing to burn fatigue for wounds, or am I wrong? I'm not sure though...
A wargor can take 6 Fatigue without a worry, but 6 wounds is 1/3rd of it's total wounds.
Maybe the solution is (and I think this is close to RAW), to convert fatigue to wounds on minions (I don't use henchmen rules...), but at the same time don't allow burning of more fatigue than 1/turn. And run fatigue/stress normally for boss npc's, but then allow for full burn.