Difference between revisions of "Endurance (4E)"
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'''Force March:''' Part of a move action. At east one character must be skilled. | '''Force March:''' Part of a move action. At east one character must be skilled. | ||
* '''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. | * '''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. | ||
− | * '''Speed:''' Force marching is made at double normal speed. | + | * '''Speed:''' Force marching is made at double normal speed when traveling overland. |
* '''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. | * '''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. | ||
* '''Try Again''': It is possible to keep going even after the time is up, but everyone who does so must spend a healing surge. | * '''Try Again''': It is possible to keep going even after the time is up, but everyone who does so must spend a healing surge. |
Revision as of 22:43, 23 February 2009
4th Edition Dungeons & Dragons |
Force Marching
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.
Force March: Part of a move action. At east one character must be skilled.
- 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.
- Speed: Force marching is made at double normal speed when traveling overland.
- 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.
- Try Again: It is possible to keep going even after the time is up, but everyone who does so must spend a healing surge.
4th Edition Dungeons & Dragons | |
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