Difference between revisions of "Rest (D&D)"
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| − | + | These resting rules are meant to be used with the [[Recharge Magic (D&D)|Recharge Magic]] rules, and gives characters with daily uses of abilities a chance to keep up with regular spellcasters. | |
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| − | + | n most ways, an hour of rest is in most ways equivalent to what normally takes a full night of rest. An hour of rest is sufficient to recharge abilities with a limited number of uses per day and to regain hit points. | |
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*It still takes the normal time to prepare new spells if using recharge magic, but it only requires an hour of uninterrupted rest beforehand. | *It still takes the normal time to prepare new spells if using recharge magic, but it only requires an hour of uninterrupted rest beforehand. | ||
*Subdual damage are recovered per minute of rest instead of per hour. | *Subdual damage are recovered per minute of rest instead of per hour. | ||
*Characters at negative hit points still recover per night of rest. | *Characters at negative hit points still recover per night of rest. | ||
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[[Category:D&D]] | [[Category:D&D]] | ||
| + | {{Approved|Starfox}} | ||
Revision as of 10:45, 24 May 2007
| Unofficial rules compendium | |
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These resting rules are meant to be used with the Recharge Magic rules, and gives characters with daily uses of abilities a chance to keep up with regular spellcasters.
n most ways, an hour of rest is in most ways equivalent to what normally takes a full night of rest. An hour of rest is sufficient to recharge abilities with a limited number of uses per day and to regain hit points.
- It still takes the normal time to prepare new spells if using recharge magic, but it only requires an hour of uninterrupted rest beforehand.
- Subdual damage are recovered per minute of rest instead of per hour.
- Characters at negative hit points still recover per night of rest.
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