Difference between revisions of "Endurance (4E)"

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=== Force Marching ===
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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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== House rules ==
<div style="background: #eeeeee; padding: 1em;">
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=== Extended Activity===
'''Force March:''' Part of a move action. At east one character must be skilled.
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''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.''
* '''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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* '''Speed:''' Force marching is made at double normal speed when traveling overland.
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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.
* '''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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* '''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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<div style="background: #eeeeee; padding: 0em;">
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'''Extended Activity:'''<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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||Staying active more than 10 hours||align="right" |-5
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|-
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||Two actions each round||align="right" |-5
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|-
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||Three actions each round ||align="right" |-10
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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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{|style="width:30em;"
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|-style="background:#eee;"
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||'''Result''' ||align="right" | '''Time'''
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|-
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||Zero||align="right" |10 minutes
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|-
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||10||align="right" |1 hour
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|-
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||20 or lower||align="right" |2 hours
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|-
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||30 or lower||align="right" |4 hours
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|-
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||40 or lower||align="right" |8 hours
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|-
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|}
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Latest revision as of 09:00, 7 June 2009

4ED&D 4E
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