Resting is an essential part of any campaign, adventure, or quest. At times parties will voluntarily choose to rest to regain HP (and Spirit). Other times a GM will simply suggest that it is drawing close to night time and the party is weary from their travels. Ultimately, as with most things, it is up to the players to decide if and when they will rest. However, if choosing NOT to rest the GM maybe apply the "Weary" effect to players that aren't getting enough rest (See the Weary Effect section below).


When resting the GM can handle the resting phase however they see fit, but the most common approach is to split the night into two halves. This works well for other mechanics in Realm of Strife that have effects based on "Half Rests" or require "Half Rests" to accomplish something (i.e. Memorizing a new Spirit power). Players should determine who is taking "First Watch" and who is taking "Second Watch". Once all players have decided how and what they will be doing during the Resting phase the GM can use random rolls to determine if there is an encounter during the night, and then determine during which watch it occurs. Note, Stealth classes can elect to Hide while sleeping. This makes it much less likely that an enemy will attack them in their sleep and also allows them to have Stealth Available when and if they wake up during a nighttime encounter.

Encounters while resting can often be set up as ambushes, particularly if the character(s) on watch fail a Sight or Hearing check. When and if battle is joined it usually works best for sleeping players to stay asleep until passing a Hearing check or being physically awoken by another player or from taking damage. For most players, waking during combat counts as being Knocked Down. Once awoken, roll your Initiative Score as normal and place yourself in the Turn Order.

If an encounter happens during the first watch, typically no HP (or Spirit) is restored, but everyone involved could still achieve a Half Rest once the battle is over, awarded in the morning. However if the encounter happens during the second watch, GMs will usually give a Half Rest equivalent of HP (and Spirit) back to the players, but none in the morning. If there is any encounter at all the HP and Spirit restored is usually reduced to a Half Rest for anyone involved.
  • When resting under normal conditions your receive HP and Spirit back based on a percentage of your max HP or Spirit (i.e. Max HP=30, current HP=5, regain 50%, HP=20)
  • If rests are interrupted the GM decides what percent of the standard percent is regained, though typically a half rest cuts the HP and Spirit restored in half (i.e. if receiving 10% back from each category, but only getting a Half Rest, the 60% of max restored, is reduced to 30%)
  • There are 6 categories that increase the percentage of HP regained from resting, only one bonus per category may apply


(if drunk add 10% to each comfort level)
hard ground/floor
haypile/soft vegetation/sleeping roll
crude/field bed
simple/Comfortable bed
elegant bed


(may cancel some environmental modifiers all together, such as rain or snow)
no shelter
crude/natural shelter
tent/simple man made structure
field pavilion/civilized man made structure
elegant man made structure


no food
trail rations/alcoholic beverage
fresh/cooked food


(open fires tend to keep wild animals away)
no fire
small campfire/stove


heavy blanket
down/heavy quilt


(bonus can apply to one target only per healer, may apply to self if conscious)
first aid/field medic
Note: At the discretion of the GM negative modifiers may apply to compensate for other factors such as resting in a blizzard, wet clothing, pests, harsh environments, sickness, etc…in some cases this could result in actually losing HP after resting

Some easy examples:

A cozy tavern: comfort 30% + shelter 30% + food 20% + covering 20% = 100%
Officers war quarters : comfort 20% + shelter 30% + food 20% + fire 10% + covering 10% = 90%
Recovering in a healers pavilion: comfort 20% + shelter 30% + covering 10% + healer 20% = 80%
Decent trail camp: comfort 10% + shelter 20% + food 20% + fire 10% + covering 10% = 70%
Medic hut: comfort 10% + shelter 10% + food 10% + fire 10% + covering 10% + healer 10% = 60%
Dingy backwater inn: comfort 20% + shelter 20% + covering 10% = 50%
Basic trail camp: comfort 10% + food 10% + fire 10% + covering 10% = 40%
A farmers barn: comfort 10% + shelter 20% = 30%
Opps I forgot to buy anything but weapons and armor: Comfort 10% + Shelter 10% = 20%
Passing out in an alley: comfort(drunk) 10% = 10%
Getting knocked out in an alley: = 0%
Getting knocked out in an alley in the rain: = -10%

Weary Effect

The Weary Effect is applied as a stacking effect whenever players make the decision to skip a resting. Skipping a rest means that when the party or the GM indicates it is time to Rest (i.e. for the night) the player doesn't actually sleep. This could be because they choose to stand watch for the whole night, or perhaps use the time to study a Sacred Text (or a combination of both). Another situation where the Weary effectmight occur is if a party chooses to travel through the night to make up lost time or arrive at their destination quicker. Regardless, anytime a character skips or is otherwise prevented from sleeping during a Resting phase, they receive a stack of the Weary Effect.

Weary Stacks
Chance to Involuntarily Fall Asleep
Effects (effects stack consecutively until reduced)
-2 Initiative Score
-2 Initiative Score, +5% Critical Miss Chance (global)
-2 Initiative Score, -15 to Hit (global)
-2 Initiative Score, -10 Resistances (all) & -20 AC
-2 Initiative Score, -4 to any Stat when taking Stat Checks
-2 Initiative Score, current HP reduced by 25% (can cause Injuries/Death)

Gaining or Losing Weary Stacks

+1 Weary Stack for every day spent without sleep
-1 Weary Stack for every Half Rest
-2 Weary Stacks for every Full Rest