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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In most ways, an hour of rest is 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.
 
*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]]
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{{Approved|Starfox}}

Revision as of 10:45, 24 May 2007

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Unofficial rules compendium


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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