Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
travel for more than 10 hours?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CapnZapp" data-source="post: 4760225" data-attributes="member: 12731"><p>Here's my own stab at solving this. </p><p></p><p></p><p><em>Edit:</em> Because of several issues with Skill Challenges in general and mine in particular, I am reposting my simpler Endurance check based solution from below here too - I have concluded it is the mechanism I most want feedback on! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p><span style="font-size: 15px">Pressing on - Forced March Endurance Skill Checks</span></p><p></p><p>Each hour, every character in the party must make a <em>Moderate</em> DC* Endurance skill check. </p><p><em>*) A Moderate DC is 9 + two thirds the level of the party or terrain (rounded down). An Easy DC is five lower, a Hard DC is five higher.</em></p><p></p><p>Apply a special Hours Passed penalty: -1 per hour for walking (above the first ten each day); -2 per hour for running. This penalty applies to all skill checks made while pressing on, not just Endurance (see below). An Extended Rest reduces this penalty by 10 (to a minimum of zero). If the Hours Passed penalty is more than -10 when you take an Extended Rest, that Extended Rest provide no other benefit other than reducing the Hours Passed penalty.</p><p></p><p>Failure means you lose a healing surge (but see below).</p><p></p><p>Success means you do not lose a healing surge, and you may assist one of your failing companions.</p><p></p><p>If you succeed on the Endurance skill check, you may assist a failing party member in one of the following ways:</p><p><strong>Heal:</strong> Your Heal check can stand in for another character's Endurance check. (That is, make a <em>Moderate</em> DC Heal check. Success means the assisted character succeeds on his Endurance skill check after all.)</p><p><strong>Nature</strong> (or Dungeoneering if below ground): Your Nature check can turn that character's Endurance check into an <em>Easy</em> DC one. (That is, make a <em>Moderate</em> DC Nature check. Success means the assisted character get +5 to his Endurance result, and might make the check after all.)</p><p><strong>Perception:</strong> Your Perception check can "aid another". (That is, make a <em>Easy</em> DC Perception check. Success means the assisted character get +2 to his Endurance result, and might make the check after all.)</p><p><strong>Endurance:</strong> You may take part of the assisted character's burden upon yourself (carrying that character for short stretches, helping him climb obstacles, and the like). Make a <em>Moderate</em> DC Endurance check. Success means you spend the healing surge in place of the assisted character.</p><p></p><p>Players are free to focus their assistance where it is best needed - if a companion fails his Endurance check by more than 7, for example, Nature/Perception can't do anything for that character. You decide which character to assist only after everybody have made their main Endurance checks, but before anyone roll their assisting skill check.</p><p></p><p>The only restriction is that two or more characters can't use the same skill to assist any given character. (You can get Heal assistance from one companion and Endurance assistance from another; but you can't get Heal assistance from both).</p><p></p><p>And to clarify...: </p><p>* A character whose Endurance check is turned from failure to success does not get to assist anyone that hour. </p><p>* If noone fails their Endurance check, no assistance is needed. If everyone fails their Endurance check, no assistance is possible. Simply move on to the next hour's checks (unless the party have had it, and decides to rest).</p><p></p><p>If you miss the way the more elaborate Skill Challenge (see below) additionally tells you when you stumble upon a monster and when you find shelter; an easy suggestion is to use the times the characters roll '1' and '20' on their main Endurance tests (not any voluntary assisting skill checks). </p><p></p><p>Whenever you roll a natural one; roll again. If you fail your Endurance check (unassisted) on this second roll that equals "combat encounter at level + 1".</p><p>Whenever you roll a natural twenty; roll again. If you make your Endurance check (unassisted) on this second roll that equals "secluded shelter; reduce the Hours Passed penalty by 2".</p><p></p><p></p><p>Zapp</p><p></p><p>PS. If you feel there's an awful lot of rolling, feel free to say rolls are made only every two or three or five hours. In that case, however, you should probably consider making each failed Endurance test lose two Healing Surges (or, for the longer periods, make <em>everybody</em> lose a Surge each).</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4760225, member: 12731"] Here's my own stab at solving this. [I]Edit:[/I] Because of several issues with Skill Challenges in general and mine in particular, I am reposting my simpler Endurance check based solution from below here too - I have concluded it is the mechanism I most want feedback on! :-) [SIZE="4"]Pressing on - Forced March Endurance Skill Checks[/SIZE] Each hour, every character in the party must make a [I]Moderate[/I] DC* Endurance skill check. [I]*) A Moderate DC is 9 + two thirds the level of the party or terrain (rounded down). An Easy DC is five lower, a Hard DC is five higher.[/I] Apply a special Hours Passed penalty: -1 per hour for walking (above the first ten each day); -2 per hour for running. This penalty applies to all skill checks made while pressing on, not just Endurance (see below). An Extended Rest reduces this penalty by 10 (to a minimum of zero). If the Hours Passed penalty is more than -10 when you take an Extended Rest, that Extended Rest provide no other benefit other than reducing the Hours Passed penalty. Failure means you lose a healing surge (but see below). Success means you do not lose a healing surge, and you may assist one of your failing companions. If you succeed on the Endurance skill check, you may assist a failing party member in one of the following ways: [B]Heal:[/B] Your Heal check can stand in for another character's Endurance check. (That is, make a [I]Moderate[/I] DC Heal check. Success means the assisted character succeeds on his Endurance skill check after all.) [B]Nature[/B] (or Dungeoneering if below ground): Your Nature check can turn that character's Endurance check into an [I]Easy[/I] DC one. (That is, make a [I]Moderate[/I] DC Nature check. Success means the assisted character get +5 to his Endurance result, and might make the check after all.) [B]Perception:[/B] Your Perception check can "aid another". (That is, make a [I]Easy[/I] DC Perception check. Success means the assisted character get +2 to his Endurance result, and might make the check after all.) [B]Endurance:[/B] You may take part of the assisted character's burden upon yourself (carrying that character for short stretches, helping him climb obstacles, and the like). Make a [I]Moderate[/I] DC Endurance check. Success means you spend the healing surge in place of the assisted character. Players are free to focus their assistance where it is best needed - if a companion fails his Endurance check by more than 7, for example, Nature/Perception can't do anything for that character. You decide which character to assist only after everybody have made their main Endurance checks, but before anyone roll their assisting skill check. The only restriction is that two or more characters can't use the same skill to assist any given character. (You can get Heal assistance from one companion and Endurance assistance from another; but you can't get Heal assistance from both). And to clarify...: * A character whose Endurance check is turned from failure to success does not get to assist anyone that hour. * If noone fails their Endurance check, no assistance is needed. If everyone fails their Endurance check, no assistance is possible. Simply move on to the next hour's checks (unless the party have had it, and decides to rest). If you miss the way the more elaborate Skill Challenge (see below) additionally tells you when you stumble upon a monster and when you find shelter; an easy suggestion is to use the times the characters roll '1' and '20' on their main Endurance tests (not any voluntary assisting skill checks). Whenever you roll a natural one; roll again. If you fail your Endurance check (unassisted) on this second roll that equals "combat encounter at level + 1". Whenever you roll a natural twenty; roll again. If you make your Endurance check (unassisted) on this second roll that equals "secluded shelter; reduce the Hours Passed penalty by 2". Zapp PS. If you feel there's an awful lot of rolling, feel free to say rolls are made only every two or three or five hours. In that case, however, you should probably consider making each failed Endurance test lose two Healing Surges (or, for the longer periods, make [I]everybody[/I] lose a Surge each). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
travel for more than 10 hours?
Top