Endurance (4E)
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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 |
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