Difference between revisions of "Rest"
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Rest is any period during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. At the end of at least 5 minutes of rest, a player expend at least one of their character's {{hc}} to finish a '''short rest'''. (If no {{hc}}s are spent, you do not gain any benefits of a short rest.) You can spend a number of {{hc}} up to the character's maximum, which is equal to the character's [[level]]. | Rest is any period during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. At the end of at least 5 minutes of rest, a player expend at least one of their character's {{hc}} to finish a '''short rest'''. (If no {{hc}}s are spent, you do not gain any benefits of a short rest.) You can spend a number of {{hc}} up to the character's maximum, which is equal to the character's [[level]]. | ||
− | For each {{hc}} spent at the end of a short rest, the player rolls the {{hc}} die and | + | For each {{hc}} spent at the end of a short rest, the player rolls the {{hc}} die and add the character's {{con}} modifier to the result. The character regains {{hp}} equal to the total. The player can decide to spend an additional {{hc}} after each roll. |
Some spent {{hc}}s are regained upon finishing a long rest. <!-- | Some spent {{hc}}s are regained upon finishing a long rest. <!-- |
Revision as of 05:19, 5 November 2019
The Hyrule Compendium assumes a variant of rest like one found on page 267 of the Dungeon Master's Guide. Quicker "short rest" periods are meant to closer emulate Zelda games in which combat is routine and healing is quick. This rule can make combat easier for players, but a concerned DM can compensate for this by increasing the Challenge Rating of combat encounters. |
Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.
Short rest
Rest is any period during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. At the end of at least 5 minutes of rest, a player expend at least one of their character's Heart Container to finish a short rest. (If no Heart Containers are spent, you do not gain any benefits of a short rest.) You can spend a number of Heart Container up to the character's maximum, which is equal to the character's level.
For each Heart Container spent at the end of a short rest, the player rolls the Heart Container die and add the character's Constitution modifier to the result. The character regains heart points equal to the total. The player can decide to spend an additional Heart Container after each roll.
Some spent Heart Containers are regained upon finishing a long rest.
Long rest
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.
At the end of a long rest, a character regains all lost heart points. The character also regains all spent Heart Containers.
A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 heart points at the start of the rest to gain its benefits.
The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]
Alterations were made to include Hyrulean guidelines.