Rules on Sleep, Tiredness, and Relaxation.

by Bobby Nichols <catdrag@vnet.net>


As we all know, the more stuff that we do during the day, the more tired we are at night. That is natural, considering the stress that we place on our mind and bodies each day. In AD&D, this is also the case. Consider the fighter who gets up in the morning, fights a few monsters, climbs a rope down into a dungeon, fights some more monsters, solves a life-threatening puzzle, get some treasure, fights more monsters and then returns home after having to deal with thieves that try to steal his treasure. He is going to be tired, no two ways about it.

So, present here for the first time, some Cat.Dragon rules of sleep, tiredness, and relaxation.

Assumptions

After a day of adventuring, be it through the city, the dungeon, or the wilderness, an adventurer is tired. Typically every adventurer, at the end of the day, will sit down, have a quick meal, and then fall into a sleep.

To keep awake, an adventurer must force himself to stay awake. In a dangerous situation this may seem easy, but often times the most dangerous situation might seem to be the most peaceful. Because of this, adevneturers (and others) have developed ways to deal with the tiredness.

Having companionship will keep you awake. Having a buddy awake with you to talk to and interact with can keep some awake.

Being able to move around will help you stay alert. Pacing or doing something active can keep you awake.

The Quick Rules

First, to stay awake, and adventurer must make a save vs. death magic for every four hours past staying up 16 hours. This save is modified as follows:

More than 1 person on watch +2
Making an Endurance check +2
Able to move around +1
Every 8 hours of no sleep* -2
Daylight +1 * - past the first eight

As an adventurers recovers, it becomes easier for his to stay on watch. To reflect this, for every 4 hours of sleep, a +2 if given to the roll.

Example: Bob, Sheila, and Greg are adventuring and running for their lives. They have not had a chance to sleep in a day (24 hours). Night comes and finally they find a place to camp and make watches. Bob is on 1st, Sheila is on 2nd, and Greg on 3rd. Bob has the Endurance proficiency.

To stay away, Bob must make a save vs. death magic with a -3 penalty (+1 because he can move around and -4 because be has been up for 24 hours). This -3 penalty becomes a -1 if Bob can make an Endurance proficiency check.

When it is Shiela's turn to watch, she must make a save vs. death magic with a -1 penalty (+1 because she can move around, -4 because she had been up for 24 hours, and +2 because she has had 4 hours of sleep).

Now it is Greg's turn. He must make a save vs. death magic with a +1 bonus (+1 because he can move around, -4 because he has been up for 24 hours, and +4 because he has had 8 hours of sleep).

If the adventurers decide to keep on resting, Bob takes the next watch. Bob has has 8 hours of sleep, and it is now daytime. he would make a save vs. death magic at a +2 bonus (+1 because he can move around, -4 because be has been up for 24 hours, +4 because he has had 8 hours of sleep, and +1 because it is daytime).

The next watch is Sheila's. She makes a save vs. death magic with a +4 bonus (+1 because she can move around, -4 because she had been up for 24 hours, +6 because she has had 12 hours of sleep, and +1 because it is daytime).

The Complex Rules

These rules are more complex and require more calculations. You are welcome to use them and I have included them for completeness. However, I don't recommend using them.

Several other things might have an effect of whether or not character can stay awake when they want to sleep.

A fire. Having a fire will keep some awake. Especially if the temperture is below 55 degrees.

Sheer force of will. Soemtime, we can force ourselves to stay away. this is pretty rare though.

After 16 hours of active adventuring, a character must make a save vs. death magic, or fall asleep. This roll is modified by the following:

1 Campanion +1
2 or more companions +2
Able to move around +3
Constitution 7 or less -2
Constituition 14 +1
Constituition 15 +2
Constituition 16 +3
Constituition 17 +4
Constituition 18 +5
Daylight +2
Every 4 hours of sleep since last active period +1
For every 4 hours more than 16 since last sleep -2
Strange Atmosphere (dungeon) +1
Sucessful Endurance check +2
Temperture greater than 90 degrees +1
Fire (if 55 degrees of lower) +2
Fire +1
Temperture less than 0 degrees (if no fire) -3
Temperture less than 30 degrees (if no fire) -2
Temperture less than 55 degrees (if no fire) -1
Wisdom 3 -5
Wisdom 4 -4
Wisdom 5 -3
Wisdom 6 -2
Wisdom 7 -1
Wisdom 16+ +1

Example: Bob, Sheila, and Greg are adventuring and running for their lives. They have not had a chance to sleep in a day (24 hours). Night comes and finally they find a place to camp and make watches. Bob is on 1st, Sheila is on 2nd, and Greg on 3rd. For this example we assume that the adventurers are camped out in a haunted swamp. Also Bob has a Constitution of 15 and a Wisdom of 7, Sheila has a Constitution and a Wisdom of 12, and Greg has a Constitution of 10 and a Wisdom of 18. Bob has the non weapon proficiency Endurance. It is winter and the average temperture in the day is 50 degrees and at night it is 20 degrees. The adventurers decide not to have a fire, fearful of more pursuit.

To stay away, Bob must make a save vs. death magic with a -1 penelty (+3 because he can move around, +2 because of a 15 constituition, -4 because he has been up for 24 hours, +1 because of the haunted swamp, -2 because of the cold (20 degrees), and -1 because of Bob's 7 Wisdom). If Bob can make an Endurance check, then this -1 penalty becomes a +1 bonus.

When it is Shiela's turn to watch, she must make a save vs. death magic with a -1 penalty (+3 because she can move around, +1 because she has slept for 4 hours, -4 because she has been up for 24 hours, +1 because of the haunted swamp, -2 because of the cold (20 degrees)).

Now it is Greg's turn. He must make a save vs. death magic with a +1 bonus (+3 because he can move around, +2 because he has slept for 8 hours, -4 because she has been up for 24 hours, +1 because of the haunted swamp, -2 because of the cold (20 degrees), +1 because of a 18 Wisdom).

Our fearless adventurers decide to keep on resting, this time with a fire. Bob takes the next watch. Bob has has 8 hours of sleep, and it is now daytime. He would make a save vs. death magic at a +7 bonus (+3 because he can move around, +2 because it is daylight, +2 because of a 15 constituition, +2 because he has slept for 8 hours, -4 because he has been up for 24 hours, +1 because of the haunted swamp, +2 because it is still cold and they have a fire, and -1 because of Bob's 7 Wisdom). If Bob can make an Endurance check, then this +7 penalty becomes a +9 bonus.

The next watch is Sheila's. She makes a save vs. death magic with a +7 bonus (+3 because she can move around, +2 because it is daylight, +4 because she has slept for 12 hours, -4 because she has been up for 24 hours, +1 because of the haunted swamp, +1 because they have a fire (it is warmer now)).