I have not seen anything as far as rules that would penalise a player who slept in full plate?
My first thought was just cause exhaustion levels
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Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
Back in ye olde days of ad&d we would play it as sleeping in armor being ok but it would take longer to feel refreshed as it would be less comfortable and would require sleeping in awkward positions.
I know from speaking to folks who wear armor that sleeping in it would be possible, just not practical. Back plates and shoulders especially make anything but upright sleeping impossible and potentially damaging to armor whilst sleeping sitting can cause plates to pinch at the waist/leg area (a reason why chain was often used at gut and below in some designs).
Personally I would make it so it is possible but entirely undesirable to do so. Exhaustion levels would make sense but it would have to be really undesirable as most would just take the hit. Donning and doffing plate is a 30 minute job each way if I recall meaning that the player would sleep for six hours, spend 30 minutes at each end donning and doffing leaving only an hour on watch. The donning and doffing would also require being squired, you cannot affix plate securely alone so you would need another character with you. Plus you would also make a small amount of noise doing so. There would have to be some trade off to avoid this.
Personally I will be making my rules for long rests being impossible in plate and would assume that they would only be allowed to fight in their padding, shield and maybe a helmet if woken in the night.
In my current game we have two plate users so one helps the other but yea when it comes to watch the plate guys always either go first or last lol
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Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
As an aside I also think that forcing the issue of being forced into padding makes for better role play scenarios as well.
You have to think harder about where you bed down, who is on watch, how you prepare your camp and your priorities if you wake. Even strapping a shield takes time that you might not have after being roused, getting out of your bed roll, arming and getting up to speed on the situation.
I've always had my players tell me if they are removing their armor at night, those who don't cant sleep the next night without removing.
That way at least my players have to make a consideration of whats transpiring currently for what they do. I don't really want to give stat punishments in 5 for sleeping attire the system just isn't super open to minor negatives. Blanket -1 modifiers are super detrimental.
I also took a look in the PHB and DMG and didn't really find anything for 5e. I know in 3.5 it use to not give you the benefit of taking a rest. I would imagine sleeping in most kinds of armor would be pretty uncomfortable and therefor you're not going to get a good nights sleep. With 5e however I would just give the PC's the effects of a short rest for "sleeping" 8hrs in armor. Giving them the option to use hit dice and the like to heal up a bit, as opposed to not getting anything. Personally within my group we kind of just ignore the whole sleeping in armor thing and let it slide without any penalties. Alternatively what you suggested with exhaustion levels could work too.
I also took a look in the PHB and DMG and didn't really find anything for 5e. I know in 3.5 it use to not give you the benefit of taking a rest. I would imagine sleeping in most kinds of armor would be pretty uncomfortable and therefor you're not going to get a good nights sleep. With 5e however I would just give the PC's the effects of a short rest for "sleeping" 8hrs in armor. Giving them the option to use hit dice and the like to heal up a bit, as opposed to not getting anything. Personally within my group we kind of just ignore the whole sleeping in armor thing and let it slide without any penalties. Alternatively what you suggested with exhaustion levels could work too.
I like this but I think I would do it in reverse. You don't heal hit dice.
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Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
I would impose a cumulative exhaustion level for every long rest spent in Medium armor or above to a maximum of 3. Level 1 after 1st night, level 2 after 2nd night, level 3 after 3rd night, then if they continue they just stay at level 3. If they have some magical way to remove levels of exhaustion (I know some folks allow Lesser Restoration to remove 1 level), so be it. Nothing wrong with solving problems through magic. :)
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PBP "Beregost Blues" - Dungeon Master of Gnome Slaying +5
I Personally would not use a mechanical response to this but a Roleplay response if my players constantly slept in their armour. Armour is heavy, bulky and HOT when worn for intense activity (such as combat or running).
Wearing armour 24/7 will result in a horrible sweaty mess.
Try wearing and sleeping in jeans for that long is bad enough. Having NPCs act put off by the smell of some horrid armour is always a fun approach that doesn't negatively impact a player's abilities and skills while still giving the realism of sleeping in armour.
Not a bad idea but I know my players would need to have a mechanic. So if you wanted this method you would have disadvantage on rolls with NPCs
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Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
I just don't know that it's worth bothering with this for my games.
If I make it an issue then its one we have to consider at each rest. This takes up time and I don't know that it adds much fun. If you play the type of game where you keep track of how much water you are carrying and consuming, and tick off each day's rations, and keep track of encumbrance, then okay, but I don't play like that.
If I want to give my fighter types a jolt by getting them into combat without their armor I'd rather do it by surprising them with combat in a social situation where they aren't wearing it, like at a grand ball, or just after a long soak at the bath house.
You can always present players with more social situations where they have the option of not wearing their armor - and where doing so has RP consequences.
There are a great many types of storytelling and group dynamics. Sometimes the focus with different groups will shift and that's okay its just a style of play.
I have been in games where for example Arrows were not counted then to my surprise another game they said woah... you didn't collect your arrows roll for breakage or buy new ones.... Same thing when it comes to temperature, food, water, and alignments
But honestly for me... It's a trial I can give to my players for them to sort out, Something to work for as a group to build a little more dynamics into the party and as the party and game grows its funny what they will do to make sure they are never surprised on watch. Instead of the party getting that + to damage they buy an alarm knife.
Some of the best stories I have from D&D are from little silly scripted/unscripted moments of do we really need to worry about this?
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Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
Some of the best stories I have from D&D are from little silly scripted/unscripted moments of do we really need to worry about this?
This.
I guess I'd ask on "night one" of the campaign out in the wilderness (I'd assume that when they're staying in a city, they take off their armor before bed and put it on in the morning unless they say otherwise - I tend to defer to the easiest answer instead of making things harder on the players to remember everything, assuming it has some logical explanation) and then maintain that mechanic subsequently. That might also put it in mind for them, e.g. "Tonight I'm sleeping in my armor because of those bandits we heard about." And then you apply whatever the mechanic is, like not a full rest etc. This came up only once in our game (I am a dragonborn paladin and the half-elf ranger asked why I sleep in my chainmail every night and then I came up with a properly godly excuse and the DM was satisfied) and so it's just assumed I am always in my armor unless I say otherwise.
I use this in campaigns that I run when it comes to people sleeping in Heavy armor and less flexible/comfortable medium armor.
- Gain no Long Rest benefits when it comes to everything but HP. - A -5/10/15 speed decrease dependent on the armor they slept in, how long they slept, etc. As well as a minor perception penalty. - Dependent on travel and how much they have rested there could/is a disadvantage on certain rolls.
There weren't many rules to it when we started but they all like the way that everything they do matters in the game some what so they actually requested to make it a bit more of a hindrance to them if they forgot. It allows for some cool RP Elements sometimes. IE: The groups Paladin was so worn out one day that soon as she sat down she passed out. She only really woke up with a crink in the neck but she still fudged numbers lower because she actually sat and thought about how it would effect her throughout the day and etc. Various happenings throughout that session was pretty entertaining how the players reacted to situations because of how she felt.
I use this in campaigns that I run when it comes to people sleeping in Heavy armor and less flexible/comfortable medium armor.
- Gain no Long Rest benefits when it comes to everything but HP. - A -5/10/15 speed decrease dependent on the armor they slept in, how long they slept, etc. As well as a minor perception penalty. - Dependent on travel and how much they have rested there could/is a disadvantage on certain rolls.
There weren't many rules to it when we started but they all like the way that everything they do matters in the game some what so they actually requested to make it a bit more of a hindrance to them if they forgot. It allows for some cool RP Elements sometimes. IE: The groups Paladin was so worn out one day that soon as she sat down she passed out. She only really woke up with a crink in the neck but she still fudged numbers lower because she actually sat and thought about how it would effect her throughout the day and etc. Various happenings throughout that session was pretty entertaining how the players reacted to situations because of how she felt.
Throw in a con check to see if they could push through the fatigue :)
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Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
I just don't know that it's worth bothering with this for my games.
If I make it an issue then its one we have to consider at each rest. This takes up time and I don't know that it adds much fun. If you play the type of game where you keep track of how much water you are carrying and consuming, and tick off each day's rations, and keep track of encumbrance, then okay, but I don't play like that.
If I want to give my fighter types a jolt by getting them into combat without their armor I'd rather do it by surprising them with combat in a social situation where they aren't wearing it, like at a grand ball, or just after a long soak at the bath house.
You can always present players with more social situations where they have the option of not wearing their armor - and where doing so has RP consequences.
This is the approach I take in my games as well. I trim out tedious detail (the sleeping in armor debate qualifies IMO) in the interests of game rhythm and focus on the bigger picture.
That said, my groups often learn the downside of making their wealth too obvious (fancy arms and armor included) in major cities. My Sunday group had a near-death experience with an organized and deadly mercenary / slaver band as they left Athkatla last session that they won't soon forget.
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PBP "Beregost Blues" - Dungeon Master of Gnome Slaying +5
I use a combination of previous rules and the exhaustion level. Sleeping in armor for the first night negates the benefits of a long rest. After the first night, I begin applying exhaustion levels for every night following. This is added to the removal of the long rest benefit. This is one of those house rules that I cover in the opening session so that everyone knows what the expectation is and acts accordingly.
I have not seen anything as far as rules that would penalise a player who slept in full plate?
My first thought was just cause exhaustion levels
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
Or the character can't gain the benefits of a long rest.
Back in ye olde days of ad&d we would play it as sleeping in armor being ok but it would take longer to feel refreshed as it would be less comfortable and would require sleeping in awkward positions.
I know from speaking to folks who wear armor that sleeping in it would be possible, just not practical. Back plates and shoulders especially make anything but upright sleeping impossible and potentially damaging to armor whilst sleeping sitting can cause plates to pinch at the waist/leg area (a reason why chain was often used at gut and below in some designs).
Personally I would make it so it is possible but entirely undesirable to do so. Exhaustion levels would make sense but it would have to be really undesirable as most would just take the hit. Donning and doffing plate is a 30 minute job each way if I recall meaning that the player would sleep for six hours, spend 30 minutes at each end donning and doffing leaving only an hour on watch. The donning and doffing would also require being squired, you cannot affix plate securely alone so you would need another character with you. Plus you would also make a small amount of noise doing so. There would have to be some trade off to avoid this.
Personally I will be making my rules for long rests being impossible in plate and would assume that they would only be allowed to fight in their padding, shield and maybe a helmet if woken in the night.
In my current game we have two plate users so one helps the other but yea when it comes to watch the plate guys always either go first or last lol
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
As an aside I also think that forcing the issue of being forced into padding makes for better role play scenarios as well.
You have to think harder about where you bed down, who is on watch, how you prepare your camp and your priorities if you wake. Even strapping a shield takes time that you might not have after being roused, getting out of your bed roll, arming and getting up to speed on the situation.
I've always had my players tell me if they are removing their armor at night, those who don't cant sleep the next night without removing.
That way at least my players have to make a consideration of whats transpiring currently for what they do. I don't really want to give stat punishments in 5 for sleeping attire the system just isn't super open to minor negatives. Blanket -1 modifiers are super detrimental.
I also took a look in the PHB and DMG and didn't really find anything for 5e. I know in 3.5 it use to not give you the benefit of taking a rest. I would imagine sleeping in most kinds of armor would be pretty uncomfortable and therefor you're not going to get a good nights sleep. With 5e however I would just give the PC's the effects of a short rest for "sleeping" 8hrs in armor. Giving them the option to use hit dice and the like to heal up a bit, as opposed to not getting anything. Personally within my group we kind of just ignore the whole sleeping in armor thing and let it slide without any penalties. Alternatively what you suggested with exhaustion levels could work too.
"Let's kill some stuff!"
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
I would impose a cumulative exhaustion level for every long rest spent in Medium armor or above to a maximum of 3. Level 1 after 1st night, level 2 after 2nd night, level 3 after 3rd night, then if they continue they just stay at level 3. If they have some magical way to remove levels of exhaustion (I know some folks allow Lesser Restoration to remove 1 level), so be it. Nothing wrong with solving problems through magic. :)
I Personally would not use a mechanical response to this but a Roleplay response if my players constantly slept in their armour. Armour is heavy, bulky and HOT when worn for intense activity (such as combat or running).
Wearing armour 24/7 will result in a horrible sweaty mess.
Try wearing and sleeping in jeans for that long is bad enough. Having NPCs act put off by the smell of some horrid armour is always a fun approach that doesn't negatively impact a player's abilities and skills while still giving the realism of sleeping in armour.
Not a bad idea but I know my players would need to have a mechanic. So if you wanted this method you would have disadvantage on rolls with NPCs
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
I just don't know that it's worth bothering with this for my games.
If I make it an issue then its one we have to consider at each rest. This takes up time and I don't know that it adds much fun. If you play the type of game where you keep track of how much water you are carrying and consuming, and tick off each day's rations, and keep track of encumbrance, then okay, but I don't play like that.
If I want to give my fighter types a jolt by getting them into combat without their armor I'd rather do it by surprising them with combat in a social situation where they aren't wearing it, like at a grand ball, or just after a long soak at the bath house.
You can always present players with more social situations where they have the option of not wearing their armor - and where doing so has RP consequences.
There are a great many types of storytelling and group dynamics. Sometimes the focus with different groups will shift and that's okay its just a style of play.
I have been in games where for example Arrows were not counted then to my surprise another game they said woah... you didn't collect your arrows roll for breakage or buy new ones.... Same thing when it comes to temperature, food, water, and alignments
But honestly for me... It's a trial I can give to my players for them to sort out, Something to work for as a group to build a little more dynamics into the party and as the party and game grows its funny what they will do to make sure they are never surprised on watch. Instead of the party getting that + to damage they buy an alarm knife.
Some of the best stories I have from D&D are from little silly scripted/unscripted moments of do we really need to worry about this?
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
I use this in campaigns that I run when it comes to people sleeping in Heavy armor and less flexible/comfortable medium armor.
- Gain no Long Rest benefits when it comes to everything but HP.
- A -5/10/15 speed decrease dependent on the armor they slept in, how long they slept, etc. As well as a minor perception penalty.
- Dependent on travel and how much they have rested there could/is a disadvantage on certain rolls.
There weren't many rules to it when we started but they all like the way that everything they do matters in the game some what so they actually requested to make it a bit more of a hindrance to them if they forgot. It allows for some cool RP Elements sometimes. IE: The groups Paladin was so worn out one day that soon as she sat down she passed out. She only really woke up with a crink in the neck but she still fudged numbers lower because she actually sat and thought about how it would effect her throughout the day and etc. Various happenings throughout that session was pretty entertaining how the players reacted to situations because of how she felt.
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
I've always considered it automatically that armor ware moved I've only ever counted the equiping of armor
That said, my groups often learn the downside of making their wealth too obvious (fancy arms and armor included) in major cities. My Sunday group had a near-death experience with an organized and deadly mercenary / slaver band as they left Athkatla last session that they won't soon forget.
I use a combination of previous rules and the exhaustion level. Sleeping in armor for the first night negates the benefits of a long rest. After the first night, I begin applying exhaustion levels for every night following. This is added to the removal of the long rest benefit. This is one of those house rules that I cover in the opening session so that everyone knows what the expectation is and acts accordingly.
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