Difference between revisions of "Endurance (4E)"
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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.'' |
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− | + | 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. | |
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<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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Revision as of 08:58, 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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