Interested to see what folks think of this house rule.
Altar of Despair expack introduces the concept of a prolonged action. These are dictated by the quest - so for example a quest will state that a hero can break down a door by completing a prolonged melee action of difficulty 5, which means the hero has to declare a ready action, place a prolonged order token and spend a half action rolling a number of power dice equal to the number they would roll for a melee attack, where each power enhancement rolled would contribute to their accumulated action, which would be completed when they reach 5. There are skills cards included in the expack that enhance a hero's ability to perform prolonged actions.
Considering the difficulty of the expanded game (even with the feat cards from Tomb of Ice), I've been thinking of introducing non-situational or generic prolonged actions, as follows:
Healing Spell: Prolonged Magic action, difficulty 3-5. Hero chooses the difficulty level and target when declaring the ready action. Upon completion, the target is healed a number of wounds equal to the difficulty chosen. It's a continuous action, so the healer can do nothing else (must concentrate until the action is completed), and the action will be disrupted if the healer moves or is moved (e.g. by knockback). Target can move but if they move or are moved to a non-adjacent space, the action is disrupted. Healer/target can take damage without disruption.
Hiding in Shadows: Prolonged Ranged action, difficulty 3-5. Hero chooses the difficulty level when declaring the ready action. Upon completion the next X attack rolls (where x=difficulty level) made against the hero must include the stealth die (from Tomb of Ice expack). The action is continuous and if the hero moves or is moved the action is disrupted.
Berserkergang: Prolonged Melee Action, difficulty 3-5. Hero chooses the difficulty level when declaring the ready action. Upon completion the next X attacks (where x=difficulty level) made by the hero are at +2 damage. The action is continuous and if the hero moves or is moved the action is disrupted.
The expack rules state that fatigue can be used to add a power dice to each concentration roll. None the less I would stipulate that a hero with no power dice bonus to a trait cannot make a generic prolonged action for that trait. So for example, Trenloe the Strong thundering about in plate armour cannot hide in shadows, and slender wee Silhouette can't work herself up into a berserker rage.