Endurance (4E)
From Hastur
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 |
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