Healing and Rest
In the course of their adventures, characters may suffer a multitude of harm:
- Fatigue represents the temporary exhaustion suffered by a character attempting to push their body beyond its normal limits, or who denies themselves necessary sleep. In game terms, fatigue occurs in two stages: fatigue (-2 to strength and dexterity) and exhaustion (-6 to strength and dexterity). Fatigue is easily cured through normal rest.
- Subdual damage, or non-lethal damage, represents knocks and bruises which may daze or slow a character down for some time, but which will not cause a character lasting injury. Given the opportunity to stop and catch their breath, characters can heal this damage easily.
- Lethal damage represents more significant, but localized, injuries – broken bones, slices, and stab wounds which cause serious injury and possibly death. Without magical aide, characters heal this damage slowly, over the course of days or weeks.
- Ability damage represents diffuse health problems to a character’s body, usually caused by illness of poison. Characters heal this damage very slowly, typically requiring a week or more to recover.
- Ability drain represents supernatural harm to a character – where one or more aspects of their basic life-force has been siphoned into some supernatural threat. For most inhabitants of Annwn, such harm is permanent, but heroic characters may recover in time – a slow process often requiring months. At the end of each week following the ability drain, a character may make a DC 15 fortitude saving throw (for strength, dexterity, or constitution drain) or will save (for intelligence, wisdom, or charisma damage) to regain one point in a drained score. Characters suffering from multiple drained ability scores may recover up to one point in each score per week.
All characters require rest, both to prevent fatigue and recover from more serious harm. Any character can remain awake for a period of 16 hours per day (20 for elves). Remaining awake beyond this time begins to amass a ‘sleep deficit’ for the character. For each hour of sleep deficit a character attains, they must make a fortitude save (DC = 10 + sleep deficit), or become fatigued. A fatigued character who continues to remain awake must continue to make fortitude saves each hour, or become exhausted. They must also make a will save (DC = 10 + sleep deficit if fatigued, 15 + sleep deficit if exhausted) or fall asleep if not actively undertaking a physical activity.
In game terms, resting is broken into thee categories: short rest, long rest, and bed rest.
- A short rest involves an hour of down time in which the character undertakes nothing more strenuous than reading, praying, or standing watch. A character riding a mount at normal speed is also considered to gain the benefits of a short rest. Characters taking a short rest heal subdual damage equal to their level + constitution modifier (bonus or penalty).
If a character also sleeps during the short rest, they remove two hours of sleep deficit. If the character hustled or forced marched prior to the short rest, they are treated as having done so for one hour less than they have actually done for subsequent checks. Elves who undertake four consecutive hours of short rest meditating gain the benefits of a long rest, as described below.
- A long rest involves at least eight consecutive hours of rest, of which at least six hours must be spent sleeping. If the long rest is interrupted by any strenuous activity (such as combat or excessive noise), the benefits of a long rest are not gained. No more than one long rest can be taken within a 24 hour period. Characters taking a long rest heal all subdual damage, lethal damage equal to their level, one point of ability damage to a single attribute of their choice, and all sleep deficit. Fatigued characters are no-longer fatigued; exhausted characters are merely fatigued. Spell casters also regain all exhausted spell slots.
- Bed rest involves at least eight consecutive hours of rest, all of which must be spent sleeping in a bed or other comfortable setting meant for sleeping. Characters taking bed rest heal all subdual damage, lethal damage equal to their level + constitution bonus (not penalty), one point of ability damage to all attributes, and all sleep deficit. Fatigued or exhausted characters are no longer fatigued. Spell casters also regain all exhausted spell slots.
- Non-magical healing allows for limited treatment of injuries. During a short rest, a character may attempt to treat subdual damage in one individual (including himself) with a DC 15 Heal check. If successful, that character heals double the normal subdual damage over the short rest period. Alternatively, a character may attempt to apply first aid and treat more serious injuries during the short rest with a DC 20 heal check. If successful, the character can heal half of the lethal damage suffered by one individual (round down). An individual may only gain hit points equal to his level plus constitution modifier per 24 hour period.
- Magical healing allows for more immediate and thorough treatment of injuries. For each point of magical healing a caster delivers, he may heal either one point of lethal damage, or two points of subdual damage. For example, a caster delivering 2 points of healing may heal either 2 points of lethal damage, 4 points of subdual damage, or 1 point of lethal damage and 2 points of subdual damage.