Continuing my
exposition on table procedures for common exploration feats & rules, which
began here with
part one.
Introduction
Slow and
measured health replenishment through natural means, yet another solid
borderland fort in the great divide between new and old school gaming; Once
yesteryear’s reliance on magical healing to bridge the five-minute adventuring
day became passé, the trend now in vogue is the “Wipe Away All Bad Things”
reset button. If you go to sleep, you wake up fully charged, just like a
cellular phone. This will obviously not do.
Despite my
grip on the rudder ever itching me to sail unto where the water’s foamiest,
I’ve got to consider that tightening the net too much can get my game to a
point where I will no longer be able to draw proper use out of the Monster
Manual (in my view, fifth edition’s strongest book), whose entries invariably
cause a rather drastic amount of damage, no doubt balanced to keep up with 5E’s
ludicrous pace of healing. Given that the resting and healing options in the
DMG are nothing but a joke, it’s time to break out the trusty hack-saw once
more.
There are
certain things that I set out wishing would get at least the semblance of an
answer: what if a party can’t rest the full prescribed amount of time? What if
a character’s rest is disturbed partway through the night? What about rests
made in worse than usual conditions? Or better than average conditions, for
that matter?
By associating
the benefits of rest to both its duration and its quality, I propose a system
that slightly complicates but yet strives to be also intuitive and,
importantly, reworks rest into an associated mechanic, pulling away from its
excessively gamist present form.
Note: I fully
subscribe to the “Hp as admixture of Grit and Physical Fitness” paradigm.
The Crunchy
Bits
Below are the
standard rules for resting, which come in three flavours:
- A ten minute
lull from exertion to recover breath, drink some water and regain composure.
Taking one has no direct tangible benefits but not taking one when prescribed
will cost 1 Hp. One such sample occasion is immediately after a combat.
Short Rest
- A wakeful
pause of one hour. Character recovers 1 Hp per Level, with no influence from
Constitution modifiers.
Long or
Extended Rest
- Any rest
longer than one hour. The hours need not be wholly filled with sleep but
periods of wakefulness must still be spent in relative quiet, without any
strenuous activity (allowing for 2-hour watches during the night).
- On a partial
or interrupted reast, a character recovers a rolled amount of Hp per HD,
applying only negative Constitution modifiers and the remainder of each roll
then being capped by the number of hours spent resting, with a minimum of 1 hp
recovered per die.
- An
uninterrupted rest that reaches or exceeds eight hours drops the above time cap
and allows for positive Constitution modifiers to the rolls. Once per day, this
will also unlock the recovery of Spells. If a character is Exhausted,
he receives the minimum possible amount of Hp and reduces his Exhaustion level
by one instead of rolling.
- Exceptional
resting conditions such as lavishly appointed rooms allow for a number of
re-rolls, keyed to the extra quality of the boarding.
Sleeping Under
the Stars
The above
entries are meant as applied to civilization, when sojourning in a room. Rests
are treated slightly differently when in the Wilderness.
Pauses and a
Short Rests require only mild conditions or basic shelter to be engaged in,
Extended Rests and their benefits are more difficult to unlock while in the
wild. Exceptional conditions are but a hazy and distant dream once outside the
pale of civilization.
Finding
Shelter & Striking Camp
Striking camp is a freeform process rather than a strictly procedural mechanic, the better to allow for player contribution to shine through. Players can ask for pretty much anything within the bounds of logic, but it all starts with finding shelter.
Striking camp is a freeform process rather than a strictly procedural mechanic, the better to allow for player contribution to shine through. Players can ask for pretty much anything within the bounds of logic, but it all starts with finding shelter.
Finding
shelter while exploring is done simply by spending time of day to find one
(conventionally a couple of hours). Finding an exceptional spot
suitable for pitching a camp will either have to be done within context of the
narration, due to some concrete place found by the party during the running
that is noted as fitting the purpose or rolled for by the party's scout as a [Wisdom
(Survival)] check that will cost the same two hours for less certain
gain. This roll will abstractly account for both expertise in intuiting where
to find the desired conditions but also represent the serendipity of these
conditions existing at all.
The DC for the
survival roll will begin at 10 (assuming hospitable weather and terrain in a
temperate climate) and increase by 1-4 for every particular quality desired by
the party. Even on a failure, a roll total of at least 10 will always ensure that
basic shelter is found, rolling less means that the party got sidetracked in
its ranging quest for the ideal conditions and wasted the time alloted for the
skill check. A fumble means they find more than what they bargained for.
Here is a non-exhaustive sampler of camp site qualities that a party can attempt to secure:
- Shelter –
this one’s graded from Minimum through Light and Medium up to Heavy (still
working the descriptors). Whether through reduced exposure or better
temperature insolation, suffice to say that higher levels of shelter translate
into better healing on long rests.
- Water Access
- Access to
Dry Firewood
- Drainage
-
Defensibility
- Hidden
Access
- Observation Capability
I equally
associate a baseline of roughly an hour for a party to accomplish all
camp-related activities – the drudgework of taking off armour, unloading equipment, pitching
tents, fetching water and firewood, digging ditches, a firepit and maybe a
latrine as well as prepping the evening’s meal.
Extended Rests
away from Civilization
- In the
Wilderness, each HD used to roll for Hp recovery starts out as a “d1” for basic
shelter and layers of creature comfort are then added to it, enbiggening the
die with each existing camp ammenity: 1 to d2 to d3, etc, up to a maximum of
the character’s class hit die. Conversely, for any discomforting elements
present in the camp grounds, reduce the rest die size accordingly.
Note that the
above determines the type of dice that are rolled, their total
being also still capped by the number of hours spent actually
resting, as per a standard long rest.
Again I resort
to freeform declaration, as player input is ever the most important thing and
engagement is what I’m after. To be counted, all comforts have to be described verbally and
have to imply either:
- Securing a
better than average shelter as described above;
- Some
reusable but encumbering possession such as blankets, weather-appropriate
clothing, tents or a tinderbox.
(Tents get a
special mention because they allow for Basic Shelter even when none is
otherwise found, meaning they can replace their role as improver of shelter for
that of provider, as long as they’re weather-appropriate).
- Perishable
resources (either brought as supplies or foraged for in the wild), such as
firewood, water, food, liquor;
- Soul-warming
entertainment: an exceptional cook, a bard or a camp follower;
Closing
Thoughts – Unbound Inhospitable Conditions
Systems that
hinge on weather conditions are always very voluble, with a lot of assumptions
having to be made. This means the above rules will definitely be subjected to a
heck of a lot of improvisation and referee dowsing before I’m anywhere near
happy with them and that, of course, they won't ever really cover everything.
To head off a
paradigmatic question: resting in dungeons is so insanely dangerous that no
rational being would manage to gather enough peace of mind to properly do it.
You can have trouble sleeping on account of exams, so how to feel about warty
beasties with gutting knives and rusty hooks? An hour’s wakeful rest, yes, long
tracts of shuteye, only on rare and identifiable safe havens.
Beyond that, already I can see extreme cold or hot conditions messing with the baselines for finding shelter and the gradient of shelter needed for rest to be productive, due to a miriad of variable factors, possibly requiring fine-tuning. From there, one crosses over into the truly alien landscapes precipitated by the Wyrd, which habitually redefine reality and hence the game rules defining the meaning of reality. All in due time.
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