Endurance (4E): Difference between revisions
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== House rules == | == House rules == | ||
=== Extended Activity | === Extended Activity=== | ||
Normal non-combat activity assumes a character can perform one action a round for | ''The Player's Handbook mentions there are rules for this in the Dungeon Master's Guide, but in point of fact these rules do not exist.'' | ||
Normal non-combat activity assumes a character can perform one action a round for 10 hours a day. This includes such things as marching eight hours, working eight hours, and so on. But sometimes, characters want to exceed these limits for longer periods; either to work more than eight hours in a day, or to perform more than one activity each round. Examples include marching and scouting or marching and sustaining a power. | |||
<div style="background: #eeeeee; padding: 0em;"> | <div style="background: #eeeeee; padding: 0em;"> | ||
'''Extended Activity:''' | '''Extended Activity:'''<br> | ||
'''Modifiers''' | '''Modifiers''' | ||
{|style="width:30em;" | {|style="width:30em;" | ||
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||'''Action''' ||align="right" | '''Modifier''' | ||'''Action''' ||align="right" | '''Modifier''' | ||
|- | |- | ||
|| | ||Staying active more than 10 hours||align="right" |-5 | ||
|- | |||
||Two actions each round||align="right" |-5 | |||
|- | |- | ||
|| | ||Three actions each round ||align="right" |-10 | ||
|- | |- | ||
|} | |} | ||
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* '''Try Again''': It is possible to keep going even after the time is up, but everyone who does so must spend a healing surge. This allows another check for extended activity. A character without any remaining healing checks cannot participate in extended activity. | * '''Try Again''': It is possible to keep going even after the time is up, but everyone who does so must spend a healing surge. This allows another check for extended activity. A character without any remaining healing checks cannot participate in extended activity. | ||
{ | {|style="width:30em;" | ||
| | |-style="background:#eee;" | ||
| | ||'''Result''' ||align="right" | '''Time''' | ||
| | |- | ||
| | ||Zero||align="right" |10 minutes | ||
| | |- | ||
| | ||10||align="right" |1 hour | ||
| | |- | ||
} | ||20 or lower||align="right" |2 hours | ||
|- | |||
||30 or lower||align="right" |4 hours | |||
|- | |||
||40 or lower||align="right" |8 hours | |||
|- | |||
|} | |||
</div> | </div> | ||
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Latest revision as of 09:00, 7 June 2009
| 4th Edition Dungeons & Dragons |
House rules
Extended Activity
The Player's Handbook mentions there are rules for this in the Dungeon Master's Guide, but in point of fact these rules do not exist.
Normal non-combat activity assumes a character can perform one action a round for 10 hours a day. This includes such things as marching eight hours, working eight hours, and so on. But sometimes, characters want to exceed these limits for longer periods; either to work more than eight hours in a day, or to perform more than one activity each round. Examples include marching and scouting or marching and sustaining a power.
Extended Activity:
Modifiers
| Action | Modifier |
| Staying active more than 10 hours | -5 |
| Two actions each round | -5 |
| Three actions each round | -10 |
- Coordinated Extended Actions: A group can assist each other at this task. Each member makes an Endurance check; the high roller's check result is used, others can assist. There is a -2 penalty for each member of the team.
- Try Again: It is possible to keep going even after the time is up, but everyone who does so must spend a healing surge. This allows another check for extended activity. A character without any remaining healing checks cannot participate in extended activity.
| Result | Time |
| Zero | 10 minutes |
| 10 | 1 hour |
| 20 or lower | 2 hours |
| 30 or lower | 4 hours |
| 40 or lower | 8 hours |
| 4th Edition Dungeons & Dragons | |
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