Curse you Mouse Guard. I haven’t even read you yet, and already I am inspired.
So, in 4e, The disease and poison rules do a great job of handling very specific sorts of situations that can be dramatically appropriate to the dungeon. Poison and disease are extra elements of danger that can spice up encounter-driven danger, but their specific (and slightly complex) nature makes them tools of a very specific nature.
Conditions, on the other hand, have been a joy in their simplicity and effectiveness – they do one thing and do them well, and they are easy to keep track of.
Now, the reason these two points resonate with each other in my mind was really inspired by the discussion of the new Mouse Guard rpg and its handling of status, and dovetailed with one of the frustrations with skill challenges in 4e. Basically, there are only so many ways to mechanically support an interesting failure in a skill challenge. The idea of having a failure cost skill challenges is a useful one, but it can only go so far. Mouse Guard supports the idea of characters ending up hungry or thirsty or tired, and it really seemed like there’s no reason that 4e couldn’t do the same thing.
So with that in mind I suggest the idea of extended conditions. An extended condition is just like any other condition – it has rules that indicate what sort of mechanical impact the condition imposes. The sole difference comes from how they end. Extended conditions usually go away after you’ve taken an extended rest, but some of them require some additional criteria, noted as “End:” in the description.
Extended Conditions
- You take a -2 penalty to initiative.
- Your move is reduced by one
- You’re tired
- You cannot take immediate actions or opportunity actions.
- You take twice as long to complete an extended rest.
- Your healing surge value is reduced by half your level.
- Ends: When you take an extended rest with access to food.
- Your healing surge value is reduced by half your level.
- Ends: When you take an extended rest with access to water.
- You take a —2 penalty to initiative.
- You may not shift into a space adjacent to an enemy.
- You take a -2 penalty to skills that use dexterity and charisma, except intimidate.
- You gain a +2 bonus to your healing surge value.
- You gain vulnerability 5 to radiant.
- End: You must take an extended rest in someplace sacred such as a temple, shrine, sacred grove or the like.
I suspect this really just scratches the surface of possibilities, and I encourage people to think of other extended conditions. Once you have a few of these in pocket, then suddenly you have slightly more interesting currency to tie to a skill challenge than just taking away healing surges. Characters who fail their skill check crossing the desert stumble out thirsty. Guards who spend the night watching a house might end up tired.
It’s a pretty lightweight little rule, but give it a try next time you bust out a skill challenge, and you may find it gives it a little more *oomph*.


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