This system evolved out of discussions with Brandes about Colin’s Planescape life support rules. It’s also heavily informed by the resting bonuses from Pillars of Eternity. Finally, it also owes some obvious inspiration to the classic PVP strip.

This system has four primary goals:

  • Make players be more hesitant to just take a long rest even when there’s no time pressure or when traveling overland (i.e., make situations where there’s only an encounter or two between long rests less common)
  • Give players something useful to spend excess cash on
  • Provide a supplement to the Inspiration system
  • Encourage PCs to take more downtime (instead of rocketing up in level over a few days of frenzied adventuring)

The prices are based on the idea of characters moving to the next larger die size every four levels or so (e.g., d8 at 9th-12th level). Dice larger than what’s intended for your current level should be something you’d have to save for, while dice at your level should cost around the average proceeds from a single encounter (meaning it ought to be fairly affordable to use an average of one Rested Die per short rest).

Earning Rested Dice

When player characters take a long rest in a safe location, if that location features additional amenities to provide relaxation and/or stress relief, the characters may spend money to accumulate Rested Dice. These dice represent mental and physical health and readiness beyond the on-the-road standard.

A “safe location” usually means an inn, permanent residence, or other location where there’s no need to set a watch and the character can sleep deeply without much worry of being harmed in her sleep. Amenities may include a wide range of entertainment opportunities relevant to that particular character’s interests (e.g., one PC may get the bonus from a night of carousing and then sleeping at a friendly flophouse, while another has a quiet evening being pampered at the best inn available).

Each character may accumulate one Rested Die per long rest, and the die earned is based on the amount of money spent (this includes fixed costs of lodgings and food):

  • d4 (20 gp)
  • d6 (60 gp)
  • d8 (250 gp)
  • d10 (1000 gp)
  • d12 (4000 gp)

Characters may only accumulate a maximum number of Rested Dice equal to level/hit dice at any one time. Larger dice can replace smaller dice once this maximum is reached (e.g., a 5th level character spends 20 gp each of the first three nights in town, then 60 gp each of the next three nights, ending with 2d4 and 3d6).

Taking downtime actions do not generally conflict with accumulating Rested Dice (i.e., you should be able to spend for a Rested Die every day of your downtime, if desired, unless the described method of relaxation would obviously conflict with the described downtime action).

Spending Rested Dice

A character can spend rested dice for four purposes:

  • Additional Hit Dice: One or more Rested Dice can be spent during a short rest to recover HP, exactly like hit dice (i.e., roll the Rested Die desired, add Con mod, and recover that many HP).
  • Spell Slot Recovery: One or more Rested Dice can be spent during a short rest to recover expended spell slots. This works similarly to the Arcane Recovery ability of Wizards. The character recovers a total number of expended spell slots equal to the result of the rolled die. Each die must be spent separately (e.g., rolling 2d4 to generate 2 and 3 does not allow the character to recover a 4th or 5th level slot). Unlike Arcane Recovery, the slots can be of any level the character has expended.
  • Rested Inspiration: Dice may be spent like Bardic Inspiration dice to add to the total of a roll after rolling but before the GM says whether the roll succeeds or fails. At the GM’s option, the rolls that these dice can be spent on may vary based on the source of the dice (e.g., places where you can spend your dice on attack rolls and death saves may be more valuable vacation spots than ones that just let you use them on ability checks). At the GM’s option, you can only roll one of these dice on any given roll, and they’re used instead of Bardic Inspiration (i.e., you cannot get an extremely high result by stacking Rested and Bardic Inspiration).
  • Long Rests in the Wilderness: At the GM’s option, a character must expend a Rested Die (of any size) to benefit from a long rest in any unsafe location (i.e., anywhere that’s not a safe location as described above). If not expended, sleeping for the night counts as a short rest.

Alternate/Supplementary System: Fortune Dice

In addition to or instead of granting Rested Dice via expending money to relax, you could also assign them as minor rewards for various actions for which you don’t want to grant XP or treasure. This can be especially useful as a way to reward optional encounters and quests when you’re using some form of milestone XP. If using them entirely as Fortune Dice, you may wish to increase the cap on the total number available, particularly at low level (since players are going to be more likely to hoard them when they are no longer in complete control of the next time they may get more, and you may want to give out more than one at a time).