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Sleep (and lack thereof) rules
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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 3106469" data-attributes="member: 39867"><p>Well, in health classes they say you need 1 hour of sleep to cancel the fatigue of 2 hours of being awake.</p><p>I am inclined to say 8 hours is the "norm" in D&D. (Not checking books, they might say 6)</p><p></p><p>I would rule that fatigue sets in after 24 hours without sleep. A will save may be attempted once each hour (DC 5, +1 per hour of being awake over 24, +1 per previous attempted save) to shake off the fatige for that hour. </p><p>If a character remains awake for over 48 hours, exhaustion sets in. A will save may be attempted once each hour (DC 10, +1 per hour of being awake over 48, +1 per previous attempted save) to reduce the penalty to fatigue for one minute.</p><p>After 72 hours of remaining awake, fortitude saves must be made once each hour (DC 15, +1 per hour of being awake over 72) or pass out, falling asleep.</p><p></p><p>I would say the ammount of rest a character who stays awake for long periods of time be aproximatly 1 hour of sleep per 2 hours of remaining awake. This ratio should be modified by the character's constitution modifier, as I have known people who used to be in the military who could remain away for a day or two, sleep an hour, and wake back up and be perfectly fine.</p><p>I would propose that 1 hour of sleep cancels 2 hours of remaining awake, +/- one hour per point of constitution modifier. 6-8 hours of sleep would be required to reprepare spells and recover class feature uses usable x times a day. </p><p></p><p>Waking a character who is asleep normally takes a standard action I believe. (Magical sleep may not make it possible at all with higher level spells) Perhaps if the sleeping character is recovering from exaustion a full round action may be needed, but if the sleeping character has not slept for a full 8 hours, they still awaken, but all the sleep they had gotten up to this point is nullified. (IE If they went to sleep needing 40 hours to fully recover, and I wake them up after 4, even if they are up only for a minute, they need to get 40 hours of sleep)</p><p></p><p>Now, of course such characters have to eat, and perform other bodily functions, so for simplicity's sake we could say that they may remain awake (but couldn't engage in straining activity like combat or spellcasting) for 8 hours for every 16 they sleep and still count all 24 of those hours as sleep. </p><p></p><p>As for waking up: Fatigue for the first minute would seem appropriate if they have slept for more than 1 hour. (Groggy) The would definitely need to sit up from prone and most likely don armor. (unless put to sleep magically)</p><p></p><p>Perhaps if fatigue or sleep deprivation are a big issue in a campain that a suite of feats be created to mitigate the penalties.</p><p></p><p>Light Sleeper</p><p>You remain perceptive even while asleep.</p><p>Prerequisites: Wisdom 13+, Alertness</p><p>Benifit: Your penalties to listen checks while asleep are only -4. </p><p>Character's trying to actively wake you up require only spending a free action to do so. </p><p>Magical sleep is less effective on you. You recive a +2 on all saving throws against magical sleep effects.</p><p></p><p>Hardened Veteran</p><p>Intense training or field experience have made you less vulnerable to the effects of fatigue.</p><p>Prerequisites: Constitution 13+, Endurance, Base attack bonus +1</p><p>Benifit: You recieve a +4 bonus on saves to mitigate the effects of fatigue or exhaustion due to lack of sleep. </p><p>Additionally, you may optionally take 5 points of non-lethal damage to remain awake for another hour if ever you fail a saving throw versus passing out due to sleep deprivation.</p><p>You also gain additional resistances against magical sleep: You may remain awake for one round after failing the saving throw of any magical effect that would put you to sleep. During this round you are exhausted. At the end of that round, you fall asleep as normal for the spell or effect.</p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 3106469, member: 39867"] Well, in health classes they say you need 1 hour of sleep to cancel the fatigue of 2 hours of being awake. I am inclined to say 8 hours is the "norm" in D&D. (Not checking books, they might say 6) I would rule that fatigue sets in after 24 hours without sleep. A will save may be attempted once each hour (DC 5, +1 per hour of being awake over 24, +1 per previous attempted save) to shake off the fatige for that hour. If a character remains awake for over 48 hours, exhaustion sets in. A will save may be attempted once each hour (DC 10, +1 per hour of being awake over 48, +1 per previous attempted save) to reduce the penalty to fatigue for one minute. After 72 hours of remaining awake, fortitude saves must be made once each hour (DC 15, +1 per hour of being awake over 72) or pass out, falling asleep. I would say the ammount of rest a character who stays awake for long periods of time be aproximatly 1 hour of sleep per 2 hours of remaining awake. This ratio should be modified by the character's constitution modifier, as I have known people who used to be in the military who could remain away for a day or two, sleep an hour, and wake back up and be perfectly fine. I would propose that 1 hour of sleep cancels 2 hours of remaining awake, +/- one hour per point of constitution modifier. 6-8 hours of sleep would be required to reprepare spells and recover class feature uses usable x times a day. Waking a character who is asleep normally takes a standard action I believe. (Magical sleep may not make it possible at all with higher level spells) Perhaps if the sleeping character is recovering from exaustion a full round action may be needed, but if the sleeping character has not slept for a full 8 hours, they still awaken, but all the sleep they had gotten up to this point is nullified. (IE If they went to sleep needing 40 hours to fully recover, and I wake them up after 4, even if they are up only for a minute, they need to get 40 hours of sleep) Now, of course such characters have to eat, and perform other bodily functions, so for simplicity's sake we could say that they may remain awake (but couldn't engage in straining activity like combat or spellcasting) for 8 hours for every 16 they sleep and still count all 24 of those hours as sleep. As for waking up: Fatigue for the first minute would seem appropriate if they have slept for more than 1 hour. (Groggy) The would definitely need to sit up from prone and most likely don armor. (unless put to sleep magically) Perhaps if fatigue or sleep deprivation are a big issue in a campain that a suite of feats be created to mitigate the penalties. Light Sleeper You remain perceptive even while asleep. Prerequisites: Wisdom 13+, Alertness Benifit: Your penalties to listen checks while asleep are only -4. Character's trying to actively wake you up require only spending a free action to do so. Magical sleep is less effective on you. You recive a +2 on all saving throws against magical sleep effects. Hardened Veteran Intense training or field experience have made you less vulnerable to the effects of fatigue. Prerequisites: Constitution 13+, Endurance, Base attack bonus +1 Benifit: You recieve a +4 bonus on saves to mitigate the effects of fatigue or exhaustion due to lack of sleep. Additionally, you may optionally take 5 points of non-lethal damage to remain awake for another hour if ever you fail a saving throw versus passing out due to sleep deprivation. You also gain additional resistances against magical sleep: You may remain awake for one round after failing the saving throw of any magical effect that would put you to sleep. During this round you are exhausted. At the end of that round, you fall asleep as normal for the spell or effect. [/QUOTE]
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