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rules:resting [2025/06/19 23:49] Ron Helwigrules:resting [2025/07/12 22:57] (current) Ron Helwig
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-<< rules:spell_cards:start ^ rules:start ^ rules:progression >>+<< rules:spells:nature:start ^ rules:start ^ rules:progression >>
  
-====== Resting ======+Resting
  
-Adventuring is exhausting—both physically and mentally. Characters need rest to recover resources, regain stress, and prepare for new challenges. This system includes three types of rest:+Adventuring is exhausting—physicallymentally, and spiritually  
 +Characters need rest to recover Stress, regain Hit Points, and prepare for new challenges.
  
-  * **Quick Rest** – A brief pause between dangers +This system includes **three types of rest**:
-  * **Full Rest** – A longer period of downtime +
-  * **Milestone Rest** – A major recovery and character advancement+
  
-===== Quick Rest ===== +- **Quick Rest** – short pause between dangers 
-Quick Rest is a **short break** (about 1015 minutes) in a relatively safe location.+- **Full Rest** – An extended period of downtime 
 +- **Milestone Rest** – A major recovery and advancement checkpoint
  
-During a Quick Rest, a character may perform up to 3 of these: +## Quick Rest
-  * Recover **1 point of Stress** +
-  * Recover **1 HP** (if they do not have a harmful condition that persists) +
-  * Use features or items that recharge on a Quick Rest+
  
-A Quick Rest may be taken **once per scene** or after combat if no immediate danger follows.+**Quick Rest** is a short break (around **10–15 minutes** or more) in a relatively safe place.
  
-===== Full Rest ===== +During a Quick Rest, you may perform **up to 3 of the following**, in any combination: 
-A Full Rest requires **several hours** of safety and downtime (typically overnight). It can only be taken when the group has time and security.+ 
 +- Recover **1 point of Stress** 
 +- Recover **1 HP**   
 +  *(only if you do not have a harmful lingering condition)* 
 +- If you are **at full HP** and this is **part of a Full Rest** you may recover **1 level of Exhaustion**. 
 +  - If you also have **no stress** you may recover **2 levels of Exhaustion** instead. 
 +- Use a Feature or item that **refreshes resources on a Quick Rest** 
 +- Be on Watch 
 +   - If at least two party members choose to be on watch, the party cannot be surprised by threats. 
 + 
 +<WRAP></WRAP> 
 + 
 +> You can take **one Quick Rest per scene** or after combat, if no immediate threat follows. 
 + 
 +## Full Rest 
 + 
 +**Full Rest** takes **several hours**, usually overnight, and requires relative safety and downtime.
  
 During a Full Rest: During a Full Rest:
-  * A character may perform **3 Quick Rests** 
-  * Remove lingering conditions at GM discretion 
-  * Spend downtime actions or use camp-related features 
-  * Possibly recover **more HP** if in a very comfortable setting (GM’s call) 
  
-If the environment is not fully secure (e.g., a dangerous dungeon), the GM may allow **only 2 Quick Rests** instead of 3.+- You may perform **3 Quick Rests** 
 +- You may use any Features or items that **refresh resources on a Full Rest** 
 +- You may **remove lingering conditions** (GM discretion; roleplay encouraged) 
 +- You may **spend downtime actions**use camp abilities, or prepare spells 
 +- If resting in **truly comfortable location**, the GM may allow extra HP recovery
  
-===== Milestone Rest ===== +The **On Watch** benefit only applies to a Full Rest if its conditions are met for each Quick Rest. 
-Milestone Rests represent a **significant pause** in the campaign: + 
-  Time passesdays, weeks, or even months +> If the area is not secure, the GM may limit this to **2 Quick Rests** instead of 3. 
-  * The party reaches a place of safety, sanctuary, or cultural importance+ 
 +## Milestone Rest 
 + 
 +**Milestone Rest** marks a major pause in the campaign: 
 + 
 +Time passes: **days, weeks, or longer*
 +The party reaches safety, sanctuary, or a place of significance
  
 During a Milestone Rest: During a Milestone Rest:
-  * All HP and Stress are **fully restored** 
-  * All conditions and afflictions are **cleared** 
-  * **Domain progression** may occur if the Domain challenges are net—characters may unlock new cards, powers, or make changes 
-  * New story arcs or campaign phases often begin after a Milestone Rest 
  
-The GM decides when a Milestone Rest is appropriate. These often occur between major story chapters or when returning to a home base.+- **All HP and Stress are fully restored** 
 +- **All conditions and afflictions are cleared** 
 +- **Domain Progression** may occur if checklist goals are met   
 +  *(unlocking new Tier cards, powers, or even a third Domain)* 
 +- Story arcs may conclude or new ones may begin 
 + 
 +<WRAP></WRAP> 
 + 
 +The GM decides when a Milestone Rest is appropriate. These typically happen between major chapters or after long journeys. 
 + 
 +## Rest Summary
  
-===== Rest Summary =====+| Type            | Duration     | Recovers                           | Notes                          | 
 +|-----------------|--------------|------------------------------------|--------------------------------| 
 +| **Quick Rest**  | 10–15 mins   | Up to 3 effects (Stress, HP, etc.) | 1 per scene, no lingering healing | 
 +| **Full Rest**   | Several hrs  | Up to 3 Quick Rests                | Requires safety and shelter    | 
 +| **Milestone**   | Days/weeks   | Everything                         | Triggers advancement           |
  
-| Type            | Duration     | Recovers           Notes +## Optional Notes
-|-----------------|--------------|--------------------|-------| +
-| Quick Rest      | 10–15 mins   | 1 Stress, 1 HP     | 1 per scene, limited healing | +
-| Full Rest       | Several hrs  | 3 Quick Rests      | Needs safety and shelter | +
-| Milestone Rest  | Days/weeks   | Everything         | Triggers advancement |+
  
-===== Optional Notes ===== +- Some Domains may modify what you recover during a rest. 
-  * Certain Domains may alter what’s recovered during a rest. +Downtime scenes offer opportunities for roleplay, crafting, spell prep, or strategy.
-  Downtime scenes can be used for roleplay, crafting, spell prep, or strategic choices.+