Difference between revisions of "Endurance (4E)"

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== House rules ==
 
== House rules ==
=== Force Marching ===
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=== Extended Activity (skilled only)===
Characters skilled in endurance can move faster for longer periods of time, increasing the pace of travel. It can also cover other long-term strenuous tasks. In order to even try this, at least one character in the party must be trained in Endurance, instructing and motivating the others to keep the pace.
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Normal non-combat activity assumes a character can perform one action a round for 8 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 in a round. Examples:
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* Force marching for more than eight hours
'''Force March:''' Part of a move action. At east one character must be skilled.
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* Working overtime
* '''DC''': 10. For every 2 points of margin, you can keep going for one hour, with a minimum of one hour for a successful roll.
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* Hustling (performing two move actions each round)
* '''Speed:''' Force marching is made at double normal speed when traveling overland.
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* Scouting (moving and taking a minor action for a perception check)
* '''Coordinated Travel:''' 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. The DC increases by 2 for each additional member of the team.
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In order to even try this, at least one character in the party must be trained in Endurance, instructing and motivating the others to keep the pace.
* '''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 force marching.
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'''Extended Activity:''' Extended action. At east one character must be skilled.<br>
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'''Modifiers'''
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{|style="width:30em;"
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|-style="background:#eee;"
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||'''Action''' ||align="right" | '''Modifier'''  
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|-
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||Taking one extra action each round ||align="right" |-5
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|-
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||Taking two extra action each round ||align="right" |-15
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|-
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|}
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* '''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.
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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.
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{{4E ritual table
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|keyskill=Endurance
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|resultheader=Duration of task
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|result9=10 minutes
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|result10=1 hour
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|result20=2 hours
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|result30=4 hours
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|result40=8 hours
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}}
 
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Revision as of 08:02, 7 June 2009

4ED&D 4E
4th Edition Dungeons & Dragons

House rules

Extended Activity (skilled only)

Normal non-combat activity assumes a character can perform one action a round for 8 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 in a round. Examples:

  • Force marching for more than eight hours
  • Working overtime
  • Hustling (performing two move actions each round)
  • Scouting (moving and taking a minor action for a perception check)

In order to even try this, at least one character in the party must be trained in Endurance, instructing and motivating the others to keep the pace.

Extended Activity: Extended action. At east one character must be skilled.
Modifiers

Action Modifier
Taking one extra action each round -5
Taking two extra action each round -15
  • 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.
Endurance Check Result Duration of task
9 or lower 10 minutes
10-19 1 hour
20-29 2 hours
30-39 4 hours
40 or higher 8 hours