Resting and Healing
Changes and extensions to the OSE game rules
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Resting
- In general, the amount of rest required depends on the type of Movement the party is conducting. There is no hard rule for the amount of rest required, however
- Each type of movement may require a different frequency and amount of rest. These requirements are usually based on the physical and mental stresses involved with a life of adventure
- Especially arduous movement like forced marches, clambering through especially rugged terrain or other types of movement may require more rest
- Failure to get good rest not only prevents natural healing (as explained below) but may prevent the memorization of spells and lead to penalties until the character can get needed rest
- Unless otherwise specified by the Referee, a night's rest of 7 or 8 hours perhaps with some light duty (guard duties, cooking etc.) is usually sufficient rest unless extenuating circumstances apply
- Substantial interruptions, battle, stress or injury during a rest period may deprive an adventurer of needed rest
Healing
There are several ways for characters to recover hit points, including healing while resting overnight, first aid, and from magical healing
Healing During Rest
Resting overnight is a slow but certain way to recover lost health (hit points) as indicated in the table below
Location of Rest | Natural Healing per Night's Rest | Natural Healing for Bed Rest |
---|---|---|
Camped in a Dungeon, Ruins or Wilderness | 1 HP | 2 HP |
Secure Accommodations - Poor Quality | 1d3 HP | 1d3 + 1 HP |
Secure Accommodations - Comfortable Quality | 1d3 + 1 HP | 1d3 + 2 HP |
Secure Accommodations - Lavish Quality | 1d3 + 2 HP | 1d3 + 4 HP |
Camping: Hit points will only be recovered when camping with the proper gear, if at a comfortable temperature and reasonably out of the elements
Night's Rest: This is 7 or 8 hours of sleep, interrupted by a guard watch or other light activity. No hit points are regained if the character suffers additional damage or other ill effects while resting
Bed Rest: This is complete bed rest without guard duty. Intermittent, slow movement, light conversation and the like are still possible but little else
Secure Accommodations: This is typically an inn, a private residence or even a barn in an area thought to be safe from marauders and intruders with ready access to clean water and sufficient food
First Aid
First Aid can only be administered shortly after a character has taken a wound (e.g. immediately after combat has ended or otherwise shortly after suffering a wound or some other damage)
- First Aid restores 1 HP to the character receiving the aid
- If a Healer's Kit is available, First Aid restores 2 HP instead. This requires a roll of the Healer's Kit Resource Die as it uses the kit's resources to improve the effect of First Aid
- It takes 1 Turn to apply First Aid to a character
- A character can apply First Aid to himself
- The type of First Aid available via a Healer's Kit includes wound clotting, bandages, bruise and pain mitigation, disinfectant and the like. It does not provide anti-toxin or other special cures
Magical Healing
- Is instantaneous and does not require the injured to rest
- Magical healing is more about restoring the target spiritually and mentally rather than physically given the abstract nature of Hit Points (see Death and Dying)
- Magical healing still closes cuts, stops bleeding and repairs shattered bone but this is only in the case where the target was grievously wounded in the first place
- Unless otherwise specified, magical healing does not remove exhaustion, reattach severed limbs, restore lost ability points, cure disease or otherwise repair the target's maladies