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<span>Endurance</span> | <span>Endurance</span> | ||
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Revision as of 23:07, 11 September 2023
The adventure rules chapters ability checks, contest rolls, survival rules, weather effects and much more. These are the rules used in almost every encounter. They build upon what the core rules present as a base.
Basics of Play
Ability Checks
An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge, and is the main subject of tension for the game. The GM calls for an ability check when a character or monster attempts an action that has a chance of failure. When the outcome is uncertain, the dice determine the results.
For every ability check, the GM decides which of the eight ability scores is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Level. The more difficult a task, the higher its DL. To make an ability check, roll a d20 and add the relevant ability modifier. If the total equals or exceeds the DL, the ability check is a success—the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.
Almost every ability check also includes bonuses and/or penalties that are added to the roll. These bonuses are usually covered by the four main types of ability checks that are rolled: Attack Roll, Spellcasting Check, Proficiency Check and Contest Check. These are covered below.
Difficulty Level
Difficulty Level | DL | Description |
---|---|---|
Routine | 0 | Anyone can do this basically every time |
Simple | 3 | Most people can do this most of the time |
Standard | 6 | Typical task requiring focus, but most people can usually do this |
Demanding | 9 | Requires full attention; most people have 50/50 chance to succeed |
Difficult | 12 | Trained people have a 50/50 chance to succeed |
Challenging | 15 | Even trained people often fail |
Intimidating | 18 | Normal people almost never succeed |
Formidable | 21 | Impossible without skills or great effort |
Heroic | 24 | A task worthy of tales told for years afterward |
Immortal | 27 | A task worthy of legends that last for lifetimes |
Impossible | 30 | A task that normal humans couldn’t consider (but doesn’t break laws of physics) |
Attack Rolls
1. Determine the possibility of attacking:
When you make an attack, the attack must:
- Be within range.
- Have a targetable concealment level.
When you make an attack, whether by weapon or spell, the target must be within a specified range. For melee attacks this range is usually between 1 to 3 meter, decided by their size (Light & One-Handed = 1 meter, Two-Handed = 2 meters, Great = 3 meters), while ranged attacks either has a specified maximum range, or two ranges. When an attack has two ranges, the lower number is the normal range and the higher number is the long range. Any attack at long range is done at disadvantage, and you are unable to attack above the long range or maximum range. Any ranged attack made within 2 meters of an opponent is made with disadvantage, as long as the creature is able to sense and target you, see concealment, and doesn't have disadvantage against you if they were to make an attack.
2. Roll a d20:
The attacker rolls a twenty-sided die.
- Advantage. If the attacker has one advantage or three advantages on the attack roll, the attacker rolls two or three d20s respectively, and takes the higher of the two or three.
- Disadvantage. If the attacker has one disadvantage or three disadvantages on the attack roll, the attacker rolls two or three d20s respectively, and takes the lower of the two or three.
3. Attack Modifiers:
To the result of the d20 roll, the attacker adds relevant modifiers. These modifiers include:
- Proficiency Bonus. The character or creature adds their proficiency bonus if applicable. Spellcasting always adds their proficiency bonus.
- Ability Modifiers. Strength is used for melee cleaving, splitting and bludgeoning attack rolls. Dexterity is used for melee slashing and piercing attack rolls, as well as ranged attack rolls (including throwing). Intelligence, Wisdom or Charisma is used for spellcasting rolls.
- Bonus Modifiers. Any additional bonuses from magical weapons, class features, or other situational effects.
- Multiple Advantages. At your 2nd, 4th
The defender adds relevant temporary bonuses or situational effects to their AL, for example cover bonuses.
- Cover Bonus. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Type of Covers
Cover Details Half Cover Three-quarters Cover Total Cover
4. Compare the Total to the target's Armor Level (AL)
The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.
- Critical Success & Critical Failure
- If the attack exceeds or fails the AL by 10 or more, the attack counts as either a critical success or a critical failure. Additionally, when rolling a natural 20 or a natural 1, the attack results in an increased or decreased degree of success or failure respectively. This usually results in a critical success or critical failure.
5. Roll for Damage
If the attack hits, the attacker typically rolls dice to determine the amount of damage dealt. The type and number of dice rolled depend on the weapon, spell, or attack being used.
6. Damage Modifiers
To the result of the damage roll, the attacker adds relevant modifiers. These modifiers include:
- Ability Modifier.
- Melee cleaving, splitting and bludgeoning damage rolls uses Strength.
- Melee slashing and piercing damage rolls uses Dexterity.
- Ranged thrown damage rolls uses the corresponding melee damage ability modifier.
- Ranged drawn and loaded damage rolls uses Draw Strength
- Spell damage rolls do not usually add any damage from their ability modifier.
- Immunities, Resistances, Susceptibilities and Vulnerabilities. Depending on the creature's defenses against the damage type caused, the damage may be negated (immunity), halved (resistance), increased by half (susceptibility) or doubled (vulnerability).
- Critical Success & Critical Failure
- If the attack is a critical success, i.e. a critical hit, the damage is doubled after all positive modifiers have been applied.
Spellcasting Checks
When a character or creature declares it is casting a spell, the following steps typically occur:
1. Select the Spell
Choose a Spell: Review your prepared spells and select the spell you wish to cast. Ensure you meet the following criteria:
- Prepared: Ensure your character has prepared the spell you wish to cast and has access to a focus if required.
- Spell Range: Be within range of its intended effect.
- Spell Points: The caster has enough spell points to perform the spell.
- Incantation Components: Be able to perform all incantation components of the spell.
- Other: Follow any special restrictions of the spell.
If the spellcast is an attack roll, follow the rules for attack rolls.
1. Roll a d20:
The spell caster rolls a twenty-sided die.
- Advantage. If the caster has one advantage or three advantages on the spellcasting roll, the caster rolls two or three d20s respectively, and takes the higher of the two or three.
- Disadvantage. If the caster has one disadvantage or three disadvantages on the spellcasting roll, the caster rolls two or three d20s respectively, and takes the lower of the two or three.
2. Spellcasting Modifiers:
To the result of the d20 roll, the caster adds any relevant modifiers. These modifiers usually include:
- Proficiency Bonus. The character adds their level-based proficiency bonus.
- Ability Modifiers. The character adds their Intelligence, Wisdom or Charisma modifier, depending on their spells origin.
- Bonus Modifiers. Any additional bonuses from magical items, class features, or other situational effects.
- Multiple Advantages/Disadvantages. At your 2nd, 4th and above advantage or disadvantage, you add +2 or -2 to your roll for each subsequent advantage or disadvantage you have.
3. Compare the total to a measure of success
a. If the spell cast is a spell attack - Compare the total to the target's Armor Level (AL).
The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.
b. If the spell cast requires a contested check - Compare the total to the target's contested check.
The target must roll a contested check determined by the spell.
The total result is compared to the of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.
c. If the spell cast needs to meet a DL - Compare the Total to the target's Armor Level (AL)
The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.
If the attack exceeds or fails the DL by 10 or more, the attack is affected by either a critical success or a critical failure. Additionally, when rolling a natural 20 or a natural 1, the attack results in an increased or decreased degree of success or failure respectively. This usually results in a critical success or critical failure.
4. Roll for Damage
If the attack hits, the attacker typically rolls dice to determine the amount of damage dealt. The type and number of dice rolled depend on the weapon, spell, or attack being used.
If the attack is a critical success, i.e. a critical hit, the damage is doubled after all positive modifiers have been applied.
5. Damage Modifiers
To the result of the damage roll, the attacker adds relevant modifiers. These modifiers include:
- Ability Modifier.
- Melee cleaving, splitting and bludgeoning damage rolls uses Strength.
- Melee slashing and piercing damage rolls uses Dexterity.
- Ranged thrown damage rolls uses the corresponding melee damage ability modifier.
- Ranged drawn and loaded damage rolls uses Draw Strength
- Spell damage rolls do not usually add any damage from their ability modifier.
- Immunities, Resistances, Susceptibilities and Vulnerabilities. Depending on the creature's defenses against the damage type caused, the damage may be negated (immunity), halved (resistance), increased by half (susceptibility) or doubled (vulnerability).
- Critical Hit.
Proficiency Checks
Contest Checks
Attack Rolls
Spellcasting Checks
Proficiency Checks
Contest Checks
Rules of Travel
Endurance
Endurance is the use of constitution and athleticism to perform athletic abilities during an extended period of time, withstanding possible exhaustion.
The movement actions a character perform requires successful Constitution (Athletics) checks. The check is called an Endurance check, which even dashing requires, however each movement action has an active time period in which additional rolls for that movement action is not required.
The DLs for movement actions range from 14 to 22, however, failing these does not mean total failure, to make up for the difference between the roll and the DL you can use Endurance Points. These endurance points recuperate while no movement action is active, at a rate of three times the active time period for the movement action you took. When determining success, you may use your passive score or the roll, whichever is higher.
- Endurance Points =
your Constitution score + your Athletics Proficiency bonus
- Endurance Points =
- Passive Endurance =
10 + your Constitution modifier + your Athletics Proficiency bonus
- Passive Endurance =
Action | DL | Active Time | Speed |
---|---|---|---|
Walk | - | ∞ | 1x |
Dash | 14 | 10 minutes (100 rounds) | 2x |
Run | 18 | 1 minute (10 rounds) | 3x |
Sprint | 22 | 6 seconds (1 round) | 4x |
In Combat Ruling
In combat a Dash check is always made at the start of it. This cost is to allow dashes to be made freely, without having to control for it within combat during separate turns.
This ruling allows for dashing during 10 minutes, which translates into 100 turns.
Example
For example when Zalek the Orc Barbarian with a Constitution score of 17 and an Athletics Proficiency bonus of +4 first starts combat, he rolls a dash Endurance check to see if he can dash. However, his passive score already surpasses the DL, which lets him automatically succeed.
The next turn, Zalek decides that he wants to make a sprint towards the closest enemy, requiring a DL 22 Endurance check. He rolls a 12 on his d20, totaling the roll to 19. Fortunately, he can make up the difference between the DL of 22 and his roll of 19 with his Endurance points, which has the pool size of 21. Using 3 of his Endurance points lets him succeed on his sprint check.
Afterward, if he wants to regain the spent Endurance points, he has to wait three times the active time of the movement action he used. This means that he has to wait for 18 seconds, or 3 turns, without using any movement actions, to regain the 3 points he spent.
Jumping
The following rules describe jumping, which can be followed strictly, however its generally recommended to instead see them as guidelines for what's possible. The reason behind this is because each time a creature jumps, the conditions is different and most often they aren't optimal.
Quick Jump
In most jumps, the DM should follow the intuition of setting DCs, and put an Athletics ability check on the jump. Depending on the scenario, more often than not, should let passive scores be used for success. Such that an easy jump of DC 10, will let all average humans succeed it.
Long Jump
When you make a long jump, you cover a number of feet up to half your Strength score + half your Athletics Proficiency bonus
. If you move at least 1/4th of your current movement speed on foot immediately before the jump, you can add 1/12th of your current movement speed to the long jump distance. Each foot you clear on the jump costs a foot of movement.
Vertical Jump
When you make a high jump, you leap into the air a number of feet equal to 1/200th of the sum of your Strength score and your Athletics Proficiency bonus multiplied with your modified speed.
Creatures with long reaching limbs, like humanoids, can extend their arms half their height above themselves during the jump. Thus, they can reach above them a distance equal to the height of the jump plus 1½ times their height.
Carrying Capacity
Carrying capacity determines the amount of weight you can carry. Carrying capacity increases exponentially with your Strength score, making strength more impactful, both as a penalty for low strength and a bonus for high strength.
- Carrying Capacity =
your Strength score2 + your Brawn Proficiency bonus2 + (your Strength score + your Brawn Proficiency bonus)your Strength score / 10
- Carrying Capacity =
Movement Speed
Characters and monsters have a base speed (walking) represented by intrinsic capabilities. This is then individually modified by individual statistics, like Strength or athletic proficiency. This is called modified speed. They can use as much or as little of their modified speed on their turn.
Additionally, they can use movement actions to run further during their turn, and during longer periods of time, traverse quickly over longer areas. These actions however come with certain risks, like tripping in Difficult Terrain.
Movement includes Jumping, Climbing, and Swimming. As well as more special movement types like Flying and burrowing. These different modes of movement can be combined with Walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
Base Speed
Base speed is the initial speed determined by general body structure. Base speed can generally be defined as the species average movement speed. For players, this speed is often set by your choice of species, and can be modified by different feats or class features.
Base speed |
Land | Sea | Air |
---|---|---|---|
10 | Oozes, Giant Tortoise | Sea Horse | |
20 | Children, Platypuses | Manatee | |
30 | Human adults | Turtles | Birdfolk (Avesmuintir) |
40 | Bears, Wolves | ||
50 | Gazelles, Lions | Seals | Flying Snake (Gliding) |
60 | Antelopes | Birds, Bats, Dragons | |
70 | Cheetahs | Swordfish | Common Swift, Peregrine Falcon |
Do note that these scores are then modified by the animals specific athletic abilities and strength scores, their movement actions and creature movement options. In general, creatures with a high base speed and most birds use a combination of creature movement options.
Modified Speed
Modified speed is the pace at which an individual creature of a certain species travel at. Modified speed is the base speed modified by two parts: Strength and athletic proficiency. The modification of speed also works with Climbing and Swimming. Meaning increases to Strength or Athletics increases their speed as well.
Flying and Burrowing speed unlike the other three, are heavily defined by the body structure of the creature, rather than possible differences in strength and athleticism.
The modified speed for each movement type is calculated and shown on the upcoming pages in tables, dependent on your Base Speed, Strength and Athletics. If a speed is to be calculated outside of this range, the calculations below is to be followed, and rounded down as usual.
- Modified Speed =
Base Speed × (Strength score + Athletics Proficiency bonus / 10)
- Modified Speed =
Movement Actions
Creatures are not completely limited by their modified movement speed. Most creatures if they have the endurance for it can push themselves to move even faster. These actions are called movement actions and represent the ability for creatures to walk, jog, run or sprint.
Using humans as an example, we know that for the average person, moving 60 feet in 6 seconds is about the average jogging speed. For the fastest marathon runners, they run at about 110 feet in 6 seconds. For the fastest 100 meter sprinters, they run at about 200 feet in 6 seconds.
Action | Details |
---|---|
Walk |
|
Dash (Jog) |
|
Run |
|
Sprint |
|
Creature Movement
Below are a few options one might apply to creatures as the DM see fit. They add additional traits to the creatures, allowing them an extra push when portraying possible speeds.
Creature Movement Options
Some creatures have incredible sprints and bursts of speed, the peregrine falcon, the cheetah, or the black marlin are a few examples. These creatures, even with the changes made with modified speed need another increase.
Restrictions can be added to these features, examples of such restrictions include:
- Once used, the trait can't be used again until the creature moves without using a movement action on one of its turns.
- Once used, the trait can't be used again until the creature do not move on one of its turns.
Bursting
The creature can double its speed until the end of the turn.
High Pace
The creature can use its bonus action to either Dash, Run or Sprint. Restriction on this can be made, up to one of the Movement Actions, for example, only Dash and Run or only Dash.
Dive
The creature can move straight downward 10ft by expending only 5ft of movement. Whenever the creature moves more than 100 feet during its turn, its first attack before the start of its next turn inflicts bludgeoning damage equal to appropriate damage from the Improvised Damage table.
Climbing, Flying & Swimming
When a creature is naturally climbing, flying or swimming, they suffer a detriment to their carrying capacity and speed. For flying the penalty is large, while for climbing its minimal.
Additionally, most creatures on land are able to climb or swim without a base speed, however, they suffer further difficulties while doing so. Most often, a land creature that climbs or swims without a natural base speed, must spend 3 feet of extra movement for each foot traveled. I.e, your climbing and swimming speed is 1/4th of your walking speed.
These traveling types and their effects on your character are further described in the Adventure chapter under the Traveling section.
Jumping
The following rules describe jumping, which can be followed strictly, however its generally recommended to instead see them as guidelines for what's possible. The reason behind this is because each time a creature jumps, the conditions is different and most often they aren't optimal.
Quick Jump
In most jumps, the DM should follow the intuition of setting DCs, and put an Athletics ability check on the jump. Depending on the scenario, more often than not, should let passive scores be used for success. Such that an easy jump of DC 10, will let all average humans succeed it.
Long Jump
When you make a long jump, you cover a number of feet up to half your Strength score + half your Athletics Proficiency bonus
. If you move at least 1/4th of your current movement speed on foot immediately before the jump, you can add 1/12th of your current movement speed to the long jump distance. Each foot you clear on the jump costs a foot of movement.
Vertical Jump
When you make a high jump, you leap into the air a number of feet equal to 1/200th of the sum of your Strength score and your Athletics Proficiency bonus multiplied with your modified speed.
Creatures with long reaching limbs, like humanoids, can extend their arms half their height above themselves during the jump. Thus, they can reach above them a distance equal to the height of the jump plus 1½ times their height.
Rules of Survival
Breathing
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). After that, at the start of each next turn, the creature gains 1 exhaustion.
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.
Falling
When falling from any height, you instantly descend up to 50 feet. If you're still falling on your next turn, you descend up to 150 feet at the start of that turn and 300 feet at the end of that turn.
If you're still falling on any turn after that, you descend up to 500 feet at the start of your turn. 500 feet at the end of your turn, for a total of 1000 feet per turn.
A creature can choose to, as an action, increase or decrease the end of turn descent rate from between 500 feet to 1000 feet per turn.
At the end of a fall, you take 1d6 bludgeoning damage for every 10 feet you fell, to a maximum of 100d6. You also land prone, unless you somehow avoid taking damage from the fall.
A flying creature falls if its knocked prone, its flying speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic.
Many flying creatures have a better chance of surviving a fall than a non-flying creature does, simply by having their anatomy constructed for it. These modifiers can be applied if one see it fit when calculating falling damage:
- Reduce the amount of feet by the creature's current flying speed. Simulating a conscious creature taking measures to slow its fall.
- Reduce the amount of feet by the creature's normal flying speed. Simulating a creature with hollow bones, like many small birds.
- Modify the falling distances per turn by for example: one half, one fourth or one fifth. Simulating creatures with very low terminal velocity thresholds.
Food & Water
Characters who don't eat or drink suffer the effects of exhaustion (see the appendix). Exhaustion can't be removed by resting until the character eats and drinks the full required amount.
Additionally, characters who haven't eaten or drunk their full required amount for at least two days, have vulnerability to poison and disease.
Food
A medium character needs a fifth of their total Strength plus Constitution score in pounds of food per day. For each size category larger or smaller, double or halve the required consumption.
After every two days without enough food, a character must make a DC 8 + half the total days starved Constitution saving throw, or suffer one level of exhaustion.
Consuming at least a quarter of the required amount of food, quadruples the number of days before each saving throw, making each day count as though it was one fourth of a day.
Consuming at least half the required amount of food stops the starvation from continuing, however it only locks the amount of days starved in place. Meaning exhaustion caused by lack of food still can't be removed until the character eats the full required amount.
- Food Summary
| Consumed Food | Effect | |:-:|:-:| | **Required Food** | One fifth of your Strength score + your Constitution score | | Full | Exhaustion can be removed by resting. | No Food | Every two days, make a Constitution Save DC 8 + half the total amount of starved days. On a failure, suffer one level of Exhaustion. | 1/4 Required Food | Constutiton Save every eight days instead of two. Each day counts as 1/4th of a starved day. | 1/2 Required Food | Starvation on hold.
Water
A medium character needs one gallon of water per day, or two gallons per day if the weather is hot. For each size category larger or smaller, double or halve the required consumption.
A character with no access to water automatically suffers one level of exhaustion at the end of the day. A character who drinks only half the required amount, must make a Constitution saving throw DC 10 + 5x the amount of days without water, or suffer one level of exhaustion at the end of the day.
Resting & Sleeping
Even the mightiest of warriors and adventurers need rest, as such they can't spend every hour of every day socializing, fighting, traveling and exploring. Resting comes in different forms, either lighter or heavier rest, short rest and long rest. Creatures can take short rests in the midst of a day and a long rest to end it, meaning; a long rest can only be taken once every day.
During both short or long rests, a character can spend one or more Hit Dice to regain hit points, up to a character's maximum number of Hit Dice, which is equal to the character's level. After a long rest, a character regains all spent Hit Dice.
> #### Regaining Hit Points from Hit Dice > Your character's hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice). > > At 1st level, your character has 1 Hit Die, and the die type is determined by your creature size. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 3.) This is also your hit point maximum. > > Record your character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see "Resting" in chapter 8). >
> #### Hit Dice > For each Hit Die spent, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains spent Hit Dice upon finishing a long rest.
Short Rest
A short rest is a small time of pause and repose, for one to catch one's breath, ranging from at least 30 minutes to 4 hours long, during which a character can take time to eat, drink, read, meditate, cast rituals and tend to illness and wounds.
For each short rest without a long rest, short rest times increases.
| Short Rest | Time |:-:|:-:| | 1st | 30 min | 2nd | 1 hour | 3rd | 2 hours | 4th + n | 4 hours
Death save failures reset on short rest. At the end of a short rest, players may spend 1 hit dice to recover 1 level of exhaustion. Only 1 dice per short rest per long rest may be spent this way.
Long Rest
Long rests take 8 hours, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.
At the end of a long rest, a character regains spent Hit Dice, up to half the character's maximum, rounded up. A character does not automatically regain any lost hit points, but finishing a long rest reduces a creature's exhaustion level by one, provided that the creature has also ingested their full requirement for food and drink.
A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.