I like that. It's simple, has a base logic that's easy to accept, and works within the existing constructs of the rules.
In my games, I'm just not worrying about that level of realism. It isn't fun for the sort of game I'm running and I don't mind that it means I rarely catch a character without their armor. That's all good (in this subjective case).
Yea, I always just thought it was odd there was not a footnote about it in the core books.
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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 swore I read somewhere that sleeping in Medium or Heavy Armor causes you to gain back only 1/4 of your hit dice on long rests (as opposed to the normal 1/2). I can't remember where I saw that now.. but I have been using it in my games and it has worked well.
Actually, it's Optional Rules in Xanathar's Guide.
It is import to note that, as of yet at least, none of the "Dungeon Master's Tools" chapter is intended as errata to the standard or default rules assumptions found in the basic rules of the game or the Player's Handbook/Dungeon Master's Guide. (I.e. one does not need Xanathar's Guide in order to have the complete set of official rules of the game.)
I've been in LARP games and groups (like SCA) and seen people sleep in armour.
It's best to take off the helmet otherwise you wake up with a sore neck, but apart from that, sleeping is fine. When you are tired, you can sleep almost anywhere.
Actually, it's Optional Rules in Xanathar's Guide.
It is import to note that, as of yet at least, none of the "Dungeon Master's Tools" chapter is intended as errata to the standard or default rules assumptions found in the basic rules of the game or the Player's Handbook/Dungeon Master's Guide. (I.e. one does not need Xanathar's Guide in order to have the complete set of official rules of the game.)
Yes, you're correct! But we finally have some official ruling if the DM wants to use this. I think 1/4 Hit Dice is an elegant and fast solution for more grittier games. I think I will try this with other optional rules from DM's guide like Healer's Kit Dependency and Slow Natural Healing and run a short campaign where characters are involved in War of the Silver Marches.
D&D has never been good with armor realism to begin with so why start now. Always been a pet peeve of mine that padded armor was rated so low, and worse than leather to boot, when in the real world leather is basically useless as armor (unless you make it inflexibly thick and hard) and a good Gambeson is the foundation of all other armors and actually quite effective on its own.
Then there is the horrible mistreatment of plate. First off the rulebook has plate as grossly overweight. They probably looked at Jousting armor as an example, which was generally twice as heavy as the non-sporting editions. 40 lbs is pushing it. 65 is way out. Then of course everyone seems to think it's really hard to move around in plate, spoiler alert: it really isn't. Most school kids wear heavier loads in their backpacks. At best there might be some range of motion hindrances at some extreme angles, but nothing that would really affect you in a fight.
As for resting in armor, that's not really a problem. The thing is, everything is padded on the inside or you wear padding underneath. At best you might develop bedsores, but you get those from sleeping in a bed for too long as well. One thing though is that armor is not well ventilated, so it would get mighty uncomfortable on a hot night and the smell would be awful if you didn't air it out once in awhile. Also there are historical examples of soldiers spending upwards of a month in armor on campaign, so it's not unprecedented.
Xanathar's guide provides rules for sleeping in armor.
Light armor has no effect. Medium/heavy reduces the hit dice regained to 1/4 your level as opposes to the normal 1/2 you have expended during short rest. Also characters do not reduce their exhaustion level nor do they gain an extra level of exhaustion.
This is why all characters wear studded leather pajamas. 😋
Paladins and Fighters get their AC from armour and Monks get it from DEX. It does make sense from an RP perspective that sleeping in armour won't be too restful but I feel it unfairly penalizes certain class over others. Maybe spellcasting classes need some unbroken meditation time so sleeping near a noisy waterfall means they don't get the benefit of a long rest?
Similarly why I don't track arrows because I feel it penalizes those character choices. If I'm tracking arrows I should also track weapon hits and durability, maybe a sword gets cracked after 30 uses and needs a few gp worth of a whetstone to repair?
It's great for certain campaigns but for many I will just handwave it, like if the characters are woken in the night I will penalize all classes equally (maybe wizards can't cast anything but cantrips until they've had 10 minutes to wake up and drink their hot brown morning liquid, monks haven't had the meditation time and can't spend ki points) else I will say there's enough time for everyone to grab their weapons and don their armour.
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This is probably already known, but just throwing this out there.
By RAW, there are no penalties for sleeping in armor all night every night.
Yea, I always just thought it was odd there was not a footnote about it in the core books.
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 swore I read somewhere that sleeping in Medium or Heavy Armor causes you to gain back only 1/4 of your hit dice on long rests (as opposed to the normal 1/2). I can't remember where I saw that now.. but I have been using it in my games and it has worked well.
This is now RAW in XGtE.
I've been in LARP games and groups (like SCA) and seen people sleep in armour.
It's best to take off the helmet otherwise you wake up with a sore neck, but apart from that, sleeping is fine. When you are tired, you can sleep almost anywhere.
D&D has never been good with armor realism to begin with so why start now. Always been a pet peeve of mine that padded armor was rated so low, and worse than leather to boot, when in the real world leather is basically useless as armor (unless you make it inflexibly thick and hard) and a good Gambeson is the foundation of all other armors and actually quite effective on its own.
Then there is the horrible mistreatment of plate. First off the rulebook has plate as grossly overweight. They probably looked at Jousting armor as an example, which was generally twice as heavy as the non-sporting editions. 40 lbs is pushing it. 65 is way out. Then of course everyone seems to think it's really hard to move around in plate, spoiler alert: it really isn't. Most school kids wear heavier loads in their backpacks. At best there might be some range of motion hindrances at some extreme angles, but nothing that would really affect you in a fight.
As for resting in armor, that's not really a problem. The thing is, everything is padded on the inside or you wear padding underneath. At best you might develop bedsores, but you get those from sleeping in a bed for too long as well. One thing though is that armor is not well ventilated, so it would get mighty uncomfortable on a hot night and the smell would be awful if you didn't air it out once in awhile. Also there are historical examples of soldiers spending upwards of a month in armor on campaign, so it's not unprecedented.
Xanathar's guide provides rules for sleeping in armor.
Light armor has no effect. Medium/heavy reduces the hit dice regained to 1/4 your level as opposes to the normal 1/2 you have expended during short rest. Also characters do not reduce their exhaustion level nor do they gain an extra level of exhaustion.
This is why all characters wear studded leather pajamas. 😋
Paladins and Fighters get their AC from armour and Monks get it from DEX. It does make sense from an RP perspective that sleeping in armour won't be too restful but I feel it unfairly penalizes certain class over others. Maybe spellcasting classes need some unbroken meditation time so sleeping near a noisy waterfall means they don't get the benefit of a long rest?
Similarly why I don't track arrows because I feel it penalizes those character choices. If I'm tracking arrows I should also track weapon hits and durability, maybe a sword gets cracked after 30 uses and needs a few gp worth of a whetstone to repair?
It's great for certain campaigns but for many I will just handwave it, like if the characters are woken in the night I will penalize all classes equally (maybe wizards can't cast anything but cantrips until they've had 10 minutes to wake up and drink their hot brown morning liquid, monks haven't had the meditation time and can't spend ki points) else I will say there's enough time for everyone to grab their weapons and don their armour.