Luck Rolls
Free: Once per session, each PC can reroll one d20.
Fate: Once per session after using their free Luck Roll, each PC can reroll another d20. However, the DM gains a Fate Point for each roll made in this way. Fate Points are floating d20 rerolls that the DM can use at any time (but only once for any given roll).
Experience
Leveling up in AoD4 comes as a result of defeating specific "critical path" encounters, all of which will Resonate Powerfully with the PCs. There are 30 such encounters in the game—the final "level up" is ending the campaign!
EXP is still tracked, however, and is used to learn new powers. EXP will be handed out in increments of 2-5 depending on an encounter's relative challenge rating. "An encounter" could consist of combat, exploration, a skill challenge, or an important story choice.
Successfully bypassing a combat encounter (such as through Stealth or Persuasion) has the same reward as winning it.
Each Variant for each PC comes with a "Power Pool" of powers and enhancement bonuses that can be learned by investing EXP into that Variant. All powers and bonuses cost 10 EXP unless indicated otherwise.
Healing
All Encounter powers that restore HP can restore Unconscious creatures. PCs with the Healer tree can restore Unconscious characters using At-Will powers once they acquire the Improved Healing talent.
Vitality and Resolve
Whereas HP represents a character's overall status in a given encounter, Vitality and Resolve are mechanisms of physical and mental health over a long period of time, even persisting through multiple Scenarios.
Each PC has a maximum of 10 Vitality and 10 Resolve unless modified by other features. Penalties for suffering Vitality or Resolve damage do not begin until they have been reduced to 5. This number does not change even as Fatigue and Resolve increase.
Vitality and Resolve damage usually comes from specific game effects and situations as determined by the DM. However, any character who is Defeated at any point during an encounter suffers 2 Vitality and 1 Resolve damage.
Vitality can be imagined as resistance to exhaustion, stress, and sickness.
Penalties for reaching each level of Vitality from 5 and below are as follows:
5 | Reflex defense is sundered. |
4 | Maximum healing surges reduced by 1. Maximum HP reduced by 15%. |
3 | Fortitude defense is sundered. Maximum HP reduced by 15%. |
2 | Slowed. Initiative bonus is halved. |
1 | Maximum HP reduced by 30%. Maximum healing surges reduced by 2. |
0 | The character is permanently unconscious until they regain Vitality. |
Resolve can be imagined as determination, morale, and sanity.
Penalties for reaching each level of Resolve from 5 and below are as follows:
5 | Will defense is sundered. |
4 | Disadvantage on all saving throws. |
3 | Dazed. Maximum HP reduced by 15%. |
2 | Weakened. Maximum HP reduced by 15%. |
1 | Frightened of all enemy creatures. Will defense is 0. |
0 | The character is permanently unconscious until they regain Resolve. |
If Vitality and Resolve are both reduced to 0, the character dies.
When beginning a new Scenario, Scenario Points can be spent to restore Vitality or Resolve. Scenario Points cannot be spent this way during a given Scenario, however.