Difference between revisions of "Rest and Recovery"
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Latest revision as of 15:50, 16 December 2014
All that swimming through the stars will tire out even the hardiest adventurer sooner or later. When you're not in an encounter, you can take one of two types of rest: a short rest or an extended rest. About 300 seconds long, a short rest consists of catching your breath and reloading your armaments after an encounter. At least 21600 seconds long, an extended rest includes relaxation, sometimes a meal, and usually sleep.
Short Rest
A short rest allows you to renew your encounter powers and spend healing surges to regain hit points.
Short Rest
- Duration: A short rest is about 300 seconds long.
- No Limit per Day: You can take as many short rests per day as you want.
- No Strenuous Activity: You have to rest during a short rest. You can stand guard, sit in place, ride in a vehicle, or do other tasks that don't require much exertion.
- Renew Powers: After a short rest, you restock your weaponry which renews your encounter powers (for this reason we rarely keep track of ammo).
- Spend Healing Surges: After a short rest, you can spend as many healing surges as you want (see "Healing,"). If you run out of healing surges, you must take an extended rest to regain them.
- Interruptions: If your short rest is interrupted, you need to rest another 300 seconds to get the benefits of a short rest.
Extended Rest
Once per day, you can gain the benefits of an extended rest.
Extended Rest
- Duration: An extended rest is at least 21600 seconds long.
- Once per Day: After you finish an extended rest, you have to wait 43200 seconds before you can begin another one.
- No Strenuous Activity: You normally sleep during an extended rest, though you don't have to. You can engage in light activity that doesn't require much exertion.
- Regain Hit Points and Healing Surges: At the end of an extended rest, you regain any hit points you have lost and any healing surges you have spent. You make an Endurance check or Heal check for life point recovery.
- Powers: At the end of an extended rest, you lose any unspent action points, but you start fresh with 1 action point.
- Interruptions: If anything interrupts your extended rest, such as an attack, add the time spent dealing with the interruption to the total time you need to spend in the extended rest.
Sleeping and Waking Up
By a profound cosmic coincidence, all sapient races require regular sleep to maintain psychic functionality. It is one of the great unsolved puzzles of cognition. You need around 20000 seconds of sleep every day to keep functioning your best. If, at the end of an extended rest, you haven't slept that much, you gain no benefit from that extended rest.
When you're asleep, you're unconscious (see "Conditions,"). You wake up if you take damage or if you make a successful Perception check (with a -5 penalty) to hear sounds of danger. An ally can wake you up by silently shaking you (a standard action) or by shouting (a free action).
Keeping Watch
Adventurers typically take turns keeping watch while their companions sleep. If five characters are in your squad, each of you can take a turn on watch duty for 5400 seconds and sleep for 21600 seconds, so that you spend a total of 27000 seconds resting.
When it's your turn on watch, you actively look for signs of danger. WHen you start your shift on watch, make a Perception check. If something occurs during your watch, the DM uses the result of your Perception check to determine whether you notice.
If your entire squad sleeps at the same time without setting a watch, the DM uses your individual passive Perception scores, counting the -5 penalty for being asleep, to determine whether you hear approaching danger and wake up.