A mechanic in tabletop and video games, particularly RPGs
, where the players can put their characters in a resting mode to rapidly restore their health, stamina, mana, prepared spells
, etc. and reset any harmful Standard Status Effects
Resting is usually only allowed under specific conditions, such as not being in combat or in view of any enemies, or even only at fixed locations
, such as inns
. Since the only resource consumed by resting is time (and money, in case of inns), this mechanic is usually found in conjunction with an In-Universe Game Clock
and may double as a Fast-Forward Mechanic
. The necessity of resting may be enforced by characters suffering from negative status effects ("Tired", "Sleepy", etc.) after staying up for a while or by it being required to Level Up
; alternatively, resting may confer temporary positive status effects for a short while.
Occasionally, the resting conditions (e.g. whether you rest outside or at an inn) affect the healing/restoration rate. Resting outside may run a risk of Random Encounters
, as enemies sneak up on the resting party, but staying inside doesn't always make you safe, either
Compare There Are No Tents
, Trauma Inn
, Healing Spring
. Resting Recovery
differs from a Healing Potion
in that the former is a character ability
that you can use as often as needed, whereas the latter is a consumable item
that you run out of eventually (even if it's called "tent" or "sleeping bag"). Contrast Regenerating Health
, After Combat Recovery
, and Plot-Powered Stamina
. Regenerating Health
in conjunction with a Fast-Forward Mechanic
may appear like and be called "resting", but unless it confers actual healing bonuses, it is not an example.
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- The Trope Maker is probably Dungeons & Dragons, where all characters get tired after a certain time in the field and need regular rest to restore combat efficiency. Resting also restores some health and lets wizards and clerics re-memorize their spells.
- In the 4th edition and later, there are two forms of rest. The shorter rest takes a small period of time but allows you to recover some hitpoints through a finite-day mechanic. The longer rest takes around 8 hours, and effectively restores your character to peak condition (barring bonuses that last until said rest or persistent conditions.)
- In Ōkami, there's a Holy Artifact called Wood Mat. As its description reads: "Make a cash offering and sleep on this mat, and your wounds will heal." In practice this means that you need to stay perfectly still while waiting your health to regenerate, losing money every second. Amaterasu's Idle Animation is to sit down, yawn, then curl up for a nap (at which point the Wood Mat item kicks in). You can even do this during combat (you can still defend yourself with brush techniques).
- The Legend of Zelda: Skyward Sword has stools in random locations that are evidently situated on healing Ley Lines, as sitting on one replenishes health gradually.
- In Cave Story, various houses you visit have beds you can sleep in to fully recover health. Resting also causes time to pass, but this is only meaningful at two points, where resting triggers an Event Flag.
- Brandish (at least the first game) lets the player rest anywhere. However, while doing so the defense stat drops to 0 and the environment darkens, leaving the character extremely vulnerable to enemies that might be lurking nearby.
- In the Ys series, if you don't move for a bit, Adol will recover HP, but only outdoors for some reason. In some of the games there are items that allow you to break this rule. In the newer games, party members get resting recovery too.
- In Ninja Gaiden 3: Razor's Edge, the Meditation technique allows Ryu (and the other playable characters) to use his ki to refill his life bar. He will slowly crouch with one knee and one fist on the ground while a yellow glow heals him. You can technically do it in the middle of a fight, but don't expect the enemies to just sit and watch while you're completely open.
- Banjo-Tooie features the Snooze Pack, an ability Banjo has where he jumps into his backpack and sleeps, slowly recovering his health. This can be used anywhere under any situation. The only conditions in order to use it is to separate Banjo from Kazooie (which won't be possible until you learn Split Up in Witchyworld), and to have Banjo speak to Jamjars in Grunty Industries with at least 525 musical notes in possession.
Real Time Strategy
- Warcraft III has an item called the Staff of Sanctuary. Using it on an allied unit will teleport it to your highest level town hall, with a strong regeneration buff at the cost of remaining stunned until fully healed. Obviously, inappropriate use falls squarely into Stop Helping Me!.
- In Angband, resting makes HP and MP regenerate twice as fast. You can take a rest for any given number of turns, until HP and MP are refilled, or "as needed" (full HP and MP and the expiration of timed status effects). You can be disturbed out of the resting state in any case.
RPG — Eastern
- Some Pokémon can use an ability called Rest in battle, which immediately restores their health, in exchange for having them spend a few rounds asleep.
- The Defend command in The Legend of Dragoon functions similar to resting, as it prevents the character from doing anything while defending but restores 10% of his health and blocks any status effects he would have suffered from an enemy attacking him.
- Tecmo's Deception allows you to build a bedroom to sleep in, restoring HP over time, but any invaders in the castle can attack you while you're napping.
RPG — MMO
- In MapleStory, players can sit down on chairs and benches to increase the amount of HP and MP regained.
- In zOMG!, players can kneel to improve health and stamina regeneration. However, they take three times as much damage if attacked in this state.
- In Ragnarok Online, the player character can sit anywhere to regenerate HP and SP faster. It's a skill that must be learned at low level.
- Lineage 2 gives benefits to health and mana regeneration when sitting, but forces you to stand up if damage is taken.
- City of Heroes had a rest power that rapidly restored your health and endurance, but applied a heavy resistance and defense debuff and prevented you from moving or attacking while it was active, to prevent it from being used in combat.
- In Star Wars: The Old Republic uses its resting mechanic somewhat differently: staying at a cantina, whether logged in or out, gives characters bonus XP, though not for Free To Play accounts and it doesn't count towards Level Up until redeemed by regular XP gains. There are also active abilities like the Sith Inquisitor's Seethe, which quickly replenish your and your Non-Player Companion's health at the cost of immobilizing you for the duration of the ability.
- In Kingdom of Loathing, resting at your campsite restores some HP and MP, depending on the tent or house you have installed. The abilities Hibernate and Spirit Vacation also let you expend time to recover your HP, and give you a buff as well.
RPG — Western
- In the D&D-based Baldur's Gate series, your party can rest anywhere as long as it isn't in combat, although the best healing is achieved by renting expensive inn rooms. The second game added the "Rest until healed" and "Cast healing spells at rest" options, which turned the resting mechanic into a borderline Game Breaker, since resting would now instantly heal the entire party if they so much as put a door between themselves and the enemy.
- Like Baldur's Gate by the same developers, Neverwinter Nights has a resting mechanic that takes six seconds, fully heals you and replenishes spells, and only requires you to be sufficiently far from any enemies in the area. Neverwinter Nights 2: Mask of the Betrayer (by a different developer) changes this a great deal, however. Each such rest now takes eight hours on the In-Universe Game Clock, raising the level of spirit-hunger from the curse the Knight-Captain is under. Storm of Zehir similarly makes resting take eight hours, you can't rest in dungeons, and depending on where you make camp, resting may put you at risk of surprise Random Encounters.
- In The Elder Scrolls series:
- Generally, resting rapidly restores health, stamina, and mana, and was required in order to Level Up before Skyrim. Technically, however, the Player Character never needs to sleep and can stay awake for months at a time without any penalties (in theory in all games, but in practice from Morrowind onward — Daggerfall and Arena required sleeping to regenerate stamina, which was drained by doing things like running or climbing).
- The Elder Scrolls V: Skyrim changes the resting mechanic so that resting is no longer necessary for levelling up. Instead, rest bestows a 'well-rested' buff on the player character, which allows their skills to develop more quickly.
- The Witcher restricts the available resting locations to inns and a handful of friendly NPC's homes. While at rest, Geralt's health regenerates quickly and it also allows him to Level Up and create potions and poisons.
- Fallout 1 and 2 had your health regeneration based on how long your character spent Resting. Sleeping healed all limbs and certain Perks allowed it to heal your radiation poisoning. Fallout 3 and New Vegas removed the 'time spent' aspect, and thus an hour's nap after being shot to pieces will set you to full health. Sleeping in a bed you own will give you the "Well Rested" Status Effect, which grants a 30% increase in EXP gain (10% in NV). New Vegas' Hardcore Mode makes sleeping a requirement.
- In Sierra's Quest for Glory series, you have the option to rest in increments ranging from "10 minutes" to "1 hour" to "until morning" (the last one being a good way to get killed by Night Gaunts). The game won't let you use this command if there's imminent danger nearby (such as a monster approaching).
- In A Dance with Rogues resting functions the same way as in Neverwinter Nights but you are very restricted in places where you can do so: apart from inns and your own and your allies' bedrooms, resting "on the ground" is permitted in a select few locations the Princess deems "safe"—everywhere else the resting button simply remains disabled. On one memorable occasion, a location is not flagged as "safe" until you close and lock the only door leading to it.
- Betrayal at Krondor allows you to rest to heal, but it reflects more realistic healing rates. It's faster in an inn, and if you've been critically injured then you will potentially take weeks or months of game time to recover. There are healing items, but they're not very effective (especially when you're in critical condition); while temples are effective but expensive.
- The later Might and Magic games all had this (no resting in combat, time moves forward a set amount, sleeping outside an inn risks random encounters), though with one additional quirk: sleeping in an inn costs money, but sleeping outside costs you supplies (generally represented by an apple, so it is presumably food), which can be bought from inns. This is enforced by the characters becoming weak if they spend too long without sleep, followed by going insane (and the spells that otherwise cure weakness and/or insanity does not work against sleep-deprivation caused afflictions).
Wide Open Sandbox
- Upgrading Basic Campsite to Improved Campsite kit in Red Dead Redemption refills your ammunition when you set up camp and rest in the wilderness.
- A variation in Naev. The game averts Space Is Cold and heat buildup is a bad thing because it makes your weapons less accurate and you more visible to enemies. You can put your ship into a rapid cooling mode that acts like a resting mechanic in that it expels all built up heat. It also immobilizes your ship for the duration, which can be dangerous.
- Propping yourself against a wall in The Getaway would gradually restore your health, depicted as Hammond catching his breath. And bloodstains on his clothes would magically fade away.