Enchanted Realms Rulebook
Recovery
When wounded, even if those scratches, punctures and burns are only superfluous, a bit of rest and downtime allows them to heal. The numbers recover a bit; the Body, Mind, Spirit will heal. For every 24-hour period of time, a base of 4 points are healed; however, that is modified by Resilience, Judgment and Muse modifiers respectively for Body, Mind, Spirit. Thus, someone with an 18 Resilience would recover 8 points of Body after the day.
Daily Allotment | Short Rest Withdrawal | Interrupted |
---|---|---|
4-5 | 1 | 2 |
6-7 | 2 | 3 |
8-9 | 2 | 4 |
10-11 | 3 | 5 |
12 | 3 | 6 |
However, the recovery happens after significant times of rest. The first type of rest is called a Short Rest. This is a period of downtime, at least one-hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. At the end of a Short Rest, characters draw an early acquisition of approximately 25% of the daily allotment, which can be found on the table to the right. However, when later and receiving the full amount, this early withdrawal is balanced out with the remainder. Thus, a character who should regain 7 Mind points for the day, can regain 2 early for an hour of downtime. However, note that only one Short Rest can be used to recover points until a Long Rest is successfully completed.
The rest of the daily allotment of healing will be received after a Long Rest, which is at least eight hours, during which a character sleeps and performs light activity: reading, talking, eating, or standing watch; however, at least six hours of the rest must be sleeping. This duration is a little different for elves because of their short sleeper trait. Elves only need three hours of meditation and only six total hours for a Long Rest. Upon the completion of the Long Rest, a creature will receive the full daily allotment minus any amount previously taken by a Short Rest.
There is some subtle language in the rules of Short and Long Rests, but the verbiage is important. The first point is the duration (eight hours) of the Long Rest, specifically addressing the (six hours of sleep). If the group is attacked repeatedly throughout the attempt of a Long Rest to a point where those requirements are not met, then the Interrupted column value is used rather than the full daily allotment. Any Short Rest withdrawals from earlier would also be subtracted from the interrupted value. That said, nothing prevents the group from adjusting their schedule and extending the Long Rest for up to double the time to be able to get those requirements met. However, this would mean the earliest the next Long Rest could be attempted would be 16 hours later.
The second subtly is about the Short Rest. The rule is only one Short Rest until a successful Long Rest. This means if a Long Rest was interrupted rather than gaining the full amount, then a Short Rest could not be taken if one had been used prior to the unsuccessful Long Rest.
A few other conditions that might impact the points recovered during the day might be resting inside “holy ground” of an opposing deity, which would act as if being interrupted for the recover of Spirit. The same interruption scenario could exist for Mind if the GM declares the area is mentally disturbing to sleep or perhaps if resting in some sort of anti-magic space. Of course, if resting inside an undead zone or place where negative energy heals the undead, then Body would be considered interrupted as well.
Finally, at death’s door, being at zero or lower, the recovery per day is limited. The rules for healing by a Short and Long Rest no longer apply to a character with negative or zero scores in Body, Mind or Spirit. Recovery is slowed to one point per day. This recovery rate is true for all attributes even if only one of them falls into this range; thus, when a Body is at or below zero, even Mind and Spirit only recover a single point daily. Typically, negative but stable characters are unconscious; however, with each day’s recovery of another Body/Mind/Spirit point, another special Death Save is allowed using the same rules for the TM value. If failing, the character remains unconscious but remains stable. However, if successful, then the injured character becomes conscious, suffering the restrictions like described under Heroes Die Hard. Thus, pointing, gesturing, one-to-two-word responses for communication become possible.