REST && COMFORT


How Much Sleep?
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Good Sleep vs. Bad Sleep
Camping and Campfires
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Untamo (god of sleep)
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WSG.64

    Adventurers are a hardy lot -- they have to be, or they don't remain live adventurers for very long.
But even the toughest barbarian needs to REST frequently in order to remain in top condition.
And it is not only the quantity of REST that is important -- the quality of the REST makes a difference, too.

How Much Sleep?

"But we must ride more warily; for war is abroad, and the Rohirrim, the Horse-lords, do not sleep, even if it seems so from afar." - Gandalf, The Two Towers

    To remain in the best possible physical && mental condition, a
character should spend no more than 16 hours per day in active
adventuring pursuits -- travelling, fighting, etc.

    (This "active time" includes REST stops take to avoid fatigue, which do not
count as actual REST for the prespos of these rules.) <alt>

The remainder
of each day is the time that should be set aside for making
camp, eating, and sleeping. Setting up a shelter, hunting && foraging,
and cooking or preparing the nighttime meal should all be
able to be done in three hours at most, with perhaps a little time
left over for boasting around the campfire.
And then it's time for {sleep}.

    A character needs five hours of  every 24h to avoid the risk of ill effects from lack of REST.
If he is not properly rested,
the ill effects may no show up right away,
and might not manifest themselves at all if he is lucky.
On the other hand,
his lack of REST might come back to {haunt} him at a very inopportune time.

Table 37: EFFECTS OF LACK OF SLEEP
Average Rest
Per Day
Effects
Less than 5 * DEX Checks at +1
Less than 4 * DEX Checks at +2 
* STR Checks at +1
* -1 "to hit"
Less than 3 * DEX Checks at +3
* STR Checks at +2
* WIS Checks at +1
* -1 "to hit" 
* Climbing Rating -10%
* Movement Rate -25%
Less than 2 * DEX  Checks at +4
* STR  Checks at +3
* WIS  Checks at +2
* CON  Checks at +1
* -2 "to hit"
* Climbing Rating -20%
* Movement Rate -33%
* Weight Allowance -5# x STR
Less than 1 * DEX Checks at +5
* STR Checks at +4
* WIS Checks at +3
* CON Checks at +2
* -3 "to hit"
* Climbing Rating -30%
* Movement Rate -50%
* Weight Allowance -10# x STR

    The effects on the preceding table do not set in until a character
has gone for two days without getting at least five hours of
sleep during one of those days.
He can stay up all night and function normally during the next day, but if he doesn't get at
least <five> hours of  on the following night then the effects will
begin at sunrise or when he awakens. <(see Hours of Daylight)>

Average REST Per Day is calculated on a day-by-day basis
whenever a character goes for two or more consecutive days
without getting at least five hours of sleep during one of those
days. As soon as he gets five hours of sleep in a single day, any
and all effects are negated; the character is physically && mentally
replenished by the simple act of getting one good night's
sleep, even if he has been deprived of sufficient sleep for several
days in a row.

    "DEXChecks at +1" and similar entries mean that hte
given modifier is applied to the die roll whenever an Ability Check ||
a Skill Check related to the indicated ability is called for.

    The "Movement Rate" entries are expressed as a reduction of
the character's normal large-scale movement rate. This reduction
is taken after all other adjustments (for terrain, encumbrance,
etc.) are accounted for. The penalty does not apply to
combat situations or at other times when movement is considered
as feet per round instead of miles per half-day. For instance,
a character with a normal movement rate of 12" can travel only 6
miles per half-day on foot if he is operating with less than 1 hour of
sleep. However, if he is ambushed along the way, he can still
move at 12" while the combat episode is being resolved.

64


    The "Weight Allowance" entries mean that a character's carrying
capacity is reduced by the indicated amount (50 or 100  <correct/clarify this>
times his strength score, in gold pieces) and his encumbrance
status may also change because of his diminished ability to carry
equipment.

    Examples:
    A character gets four hours of sleep one night and four hours
the next. Beginning on the following morning, he has a slightly
smaller chance of succeeding on a DEX Check or a Proficiency
Check related to dexterity. If he continues to get only four
hours of sleep a night, this condition will persist. It will disappear
as soon as he gets at least five hours of sleep in a single day.

    A character with a STR of 10 goes without sleep for a full
day, and suffers no ill effects the following day. But he is unable
to get a full night's sleep the following night and has to settle for
three hours of slumber. When he awakens, the effects of his lack <>
of REST (less than 2 hours per day for the preceding two days) begin. <>
Before he went to sleep, he took off the gear he was wearing
and carrying, which amounted to 1050 gp of ENC
value. Now, when he tries to put it all back on, he discovers
that he cannot walk with such a heavy load. (His carrying
capacity has decreased by 50 x 10, or 500, gp, so he
cannot carry more than 1000 gp of ENC and even if he
does so, he will be severly encumbered instead of heavily encumbered.)
If he makes it through the day under these burdensome
conditions, he can fully refresh himself by getting five hours <>
of sleep that night. He can also replenish himself by immediately
lying down and snoozing for another two hours, which would give <>
him a total of five hours of sleep during the present day. <>

Josephine Wall - Dreams of Atlantis
 

Good Sleep vs. Bad Sleep

    The phrase "a good night's REST" speaks to the quality of the REST, not the night.
For a character to fully benefit from his sleeping time, he must be able to REST in comfort --
which isn't always easy to achieve in the wilderness.

    If a character is trying to sleep when any of the following conditions xist,
the amount of "good REST" he gets is reduced accordingly:
 
-1 hour Character not prone or in relaxed position
-1 hour Lying on bare ground (no bedding or padding)*
-1 hour Personal temperature below 0 degrees
-2 hours Personal temperature above 90 degrees
-2 hours Wind of 20 mph or greater with no shelter*
-3 hours Light || moderate precipitation with no shelter*
-3 hours Character wearing any metal armor except plate
-4 hours Character wearing any kind of plate armor

    * -- These  penalties do not apply to a character wearing plate armor.

    The DM should add up all of the penalties that apply
and reduce the hours of sleep the character gets by the indicated
amount. If the total penalty exceeds the amount of time the
character spends trying to sleep, then resting didn't do him any
good; either he simply failed to sleep, or his sleep was so
disrupted && restless that he wasn't refreshed at all.

    It is impossible for a character to sleep in extreme weather conditions
such as a lightning storm, a hailstorm, or a sandstorm unless
he is inside a shelter, and even then the commotion caused
by the storm may keep him awake. The DM may
wish to expand the above list of penalties to account for other
circumstances where it is difficult o rimpossible to get good-quality
REST.

    One way to compensate for "bed REST" is to spend a longer
time sleeping. For instance, if a character wearing plate armor
beds down for a typical night's sleep of five hours, he will only
get the equivalent of one hour of actual REST. But if he sleeps for nine
hours (and everybody else in the group doesn't mind waiting for
him to wake up), he will be just as refreshed the next day as if he
had taken off his armor before sleeping for five hours.

Sometimes the best way to sleep is uncomfortably. If characters
have good reason to think that they might be set upon by a
band of ruffians during the night, then sleeping in full armor is
probably more prudent than taking it off. Because the penalties
for lack of sleep do not go into effect until after the second night of
deprivation, all a character needs to do is be sure he gets enough
sleep on one night out of every two.

In cases where a few minutes are important, the DM
should use the following guidelines for how long it takes a
character to get into and out of his armor. Considering only the
actual AC of the type of armor being worn, subtract the
AC from 9 to determine how long it takes to put on the armor:
Leather armor (AC 8) can be donned in one round, while
banded mail (AC 4) requires <five> rounds. For any plate armor
(bronze plate mail, plate mail, field plate armor, or full plate armor),
add 2 rounds to the calculated figure, and add an extra 5
rounds for field plate or full plate if the wearer is putting it on without
help. A character putting on full plate armor (AC 0) needs 11
rounds to do it with the help of a comrade, or 16 rounds to do it
singlehandedly. Taking off armor can be done in half the time required
to put it on - from 1/2 round for a character to get out of his
leather gear, up to 8 rounds for someone to get out of a suit of full
plate armor without help.