The Second Dawn
All players from the same “team” who are consecutive in the Initiative order before an opposing player’s turn can take their turns in any order. (Assumed to just be Delaying.)
During an extended rest, PCs spend healing surges, regain 1d4 healing surges, and Daily powers are only recharged on a successful saving throw.
During a well rested sleep, PCs regain full HP, regain 1d8 healing surges and recharge all Daily powers.
For all rests: +1 to healing surge and Daily power rolls for each rest taken without a combat encounter.
Any player who rolls the maximum roll for recharging healing surges starts the day with one extra action point.
PCs simply do not gain HP at all during an extended rest, but regain all healing surges and can then use as many as they want.
Alternatives for gaining an extra action point:
- Any time they are “well rested” by sleeping inside comfortable shelter
- Players roll a d6 when resting and gain extra point on a 6
- White chip = +1 bonus to any dice roll
- 3 white chips = Red chip = +2 bonus
- 3 red chips = Blue chip = +3 bonus
Chips don’t stack. (Only one chip can be used for any dice roll.)
Some merchants have better asking/offering prices than others. On the other hand, some can be more easily bargained with. To engage in a barter skill test:
- Choose a skill to use for bartering: Diplomacy, Streetwise, Bluff (only if selling), or Arcana (only if buying/selling magic items). Merchants will be more susceptible to some skills than others.
- Make a skill check with the chosen skill. The merchant will make an opposed check.
- A higher check than the merchant results in a 20% price change in your favor. A natural 20 results in a 40% price change in your favor.
- A lower check than the merchant results in no price change. A check that is lower by more than 5 results in a price change of 10% in the merchant’s favor.
- The barter result represents the final price that is agreed to by both parties. Therefore, the sale is final once the skill check has been made.
If a player wants to knock a foe unconscious instead of killing him, they must declare their intention to do so before their attack. (Since they do not know the enemy’s remaining HP, this in itself is a risk.) If the attack hits, the damage dictates 3 possible outcomes. (Any modifications to damage, like triggered powers, must be resolved before the outcome is determined):
- If the damage roll is too low to reduce the enemy to 0 HP, the attack does half of the rolled damage. (The attack was less effective due to the attempt to avoid killing.)
- If the damage roll is high enough to reduce the enemy to 0 HP, but is not a critical hit, the enemy is successfully knocked unconscious.
- If the damage roll is high enough to reduce the enemy to 0 HP and is also a critical hit, the enemy dies.
Rules for Quick Combat
- Always roll attack and damage dice together when possible, so you can add up damage while the DM determines if the attack hit.
- At the end of your turn, propose what you will do next turn.
- On the previous player’s turn, begin finalizing your decisions for your own turn.
- The first time you attack a particular defense (ex., AC) on an enemy, you will learn that defense score. We’ll try to keep a running chart somewhere visible to players, showing these scores as they’re learned, and how much damage each enemy has taken.