Difference between revisions of "Endurance (4E)"
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− | === | + | <!-- Content --> |
− | + | == House rules == | |
− | <div style="background: #eeeeee; padding: | + | === 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. | |
− | * '''Coordinated | + | |
− | * '''Try Again''': It is possible to keep going even after the time is up, but everyone who does so must spend a healing surge. | + | <div style="background: #eeeeee; padding: 0em;"> |
+ | '''Extended Activity:'''<br> | ||
+ | '''Modifiers''' | ||
+ | {|style="width:30em;" | ||
+ | |-style="background:#eee;" | ||
+ | ||'''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 | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | * '''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. | ||
+ | |||
+ | {|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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