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Sleep can cure anything... even death!
From the webcomic Chicanery

For sword impalements, dragon attacks, meteor strikes, gunshots, any and all of the Standard Status Effects, and even death, nothing beats a nice, refreshing, stay at an inn — guaranteed to cure all your wounds!

The inn is surprisingly cheap, given how powerful it is. And somehow, the presence of inns that can heal any ailment for a pittance does not render traditional doctors and medicine obsolete. Of course, this can probably be explained by the fact that the game only considers your party members dead or poisoned on a gameplay level.

This trope is now used by quite a few RPGs... that is, all of them, with very very few exceptions. Sometimes death isn't on the list of things that can be cured at an inn, but that's usually about it.

Note that if the stay at the inn is unexpectedly free, there will be a Cutscene that night.
Examples:

  • Neverwinter Nights does away with the inconvenience of inns altogether and just allows you to rest just about anywhere (even some dungeons). This is supposed to be your standard 8-hour sleep and cures the same ills, but it takes only 15 seconds or so while your party members kneel on the ground. In Neverwinter Nights 2, the time was further reduced to 5 seconds.
  • Exception: In the Quest for Glory series, staying a night in an inn recovers only a modest amount of health, unless it was one of the QFG games where going to sleep even 5 minutes before dawn regenerated your health and mana completely (4, 5). Going from nearly dead to full health requires magical healing or multiple nights at the inn. Beyond this small nod to realism, bedrest is still able to cure anything the games' monsters can dish out.
    • Resting in Erana's Peace, or really ANY of the clearings or spaces enchanted in passing by the enchantress Erana, would usually restore the player's health to full. This is explained by the fact that the space is, in fact, quite magical, and presumably just sitting there would cause injuries to mend at a drastically accelerated rate.
  • Small exception: Dragon Quest VIII featured this trope, except it couldn't revive dead characters and heal status effects- you had to pay a few gold at the church for that.
    • The same system was present in Golden Sun (indeed as with Earthbound below there were several other ailments which could only be cured this way).
  • Averted in Earth Bound, where hotels did heal HP damage and restore MP, but didn't get rid of status effects. In fact, there were no less than four different people you had to talk to to get rid of different effects. To revive your unconscious party members you have to talk to a nurse in a hospital, normal status effects like poison, sickness, or sunstroke can be healed by a doctor at a hospital, strange status effects such as "mushroomized", "diamondized", or "possessed" can be fixed by a man in every hospital who just calls himself a healer, and homesickness can only be fixed by calling your mother and talking to her. Also note that "mushroomized" and "homesick" are the only two status effects that you can't heal via magic PSI powers.
  • The Final Fantasy Legend games had it so you had to pay for your inns based on how much HP worth of healing you needed, which made it cheaper to cast healing spells on yourself before entering and recharge your magic almost for free.
    • In the original FFL, though, all characters except the main character could only die three times before they were really dead. I guess Inns can't do everything.
  • In the handheld Yu-Gi-Oh game The Sacred Cards, this becomes an irritatingly ridiculous trope, as there is only one Trauma Inn in the entire game: your character's house, which is not only the only place you can save, but the only place you can restore your life points inbetween duels, despite the fact that no other game in this series or even the anime required it.
  • Breath of Fire III had camps, which overrode the need for inns, unless you suffered a Non Lethal KO, which would reduce your max HP until you, yes, coughed up for an inn.
  • Partial exception: In the Baldurs Gate series, inns restore your spells and heal between zero and eight health points per character, depending on how much you pay. All other damage and status changes must be cured through spells or temples, though BGII does at least give you an automatic "cast healing spells on rest" option.
  • Averted completely in the latter Shadow Hearts games, which have no inns at all.
    • Much to the irritation of anyone who had to keep flying back to Florence from Japan.
  • Avoided in Betrayal At Krondor. Yes, resting in an inn will heal you, but to completely recover from "near death" (the game's version of being killed in battle) requires resting for almost four months. You're far better off looking for magical healing.
    • The characters health is a combination of Hit Points and Fatique Points (damage comes first off from fatique and when they run out from HP) Fatique is restores very fast when resting, but the actual HP takes long time.
  • Averted in The Elder Scrolls IV: Oblivion. Your health and magic recharges over time so you can get away with simply waiting. However this does not cure ability damage (which you must use spells or visit a shrine for) and you must sleep before you can level up after gaining sufficient experience.
  • Dungeons and Dragons 4e has all Hit Points and Daily abilities restored after a 6-hour "long rest." Granted, HP in 4e are more along the lines of Plot Armor than real, physical damage.
    • In theory, they're like that in the previous editions too. In practice... not so much.
  • The early dungeon-crawl game Telengard had this sort of inn; until you found magical assistance, sleeping in one was the only way to gain back lost hit-points. (And the only way period of charging up your spell-casting powers.)
  • Made fun of in this Monster Hunting Made Easy comic.
  • Need we mention some of the Pokemon games, where simply sleeping in a bed on a ship or in your house was enough to heal your Pokemon of all HP damage or status damage as well as revive fainted Pokemon?
    • Justified in that it's a Non Lethal KO.
      • One would think that lightning, fire, sharp objects, and other attacks in the game would be just a little bit harder to heal though.
  • Achaea has sleep gradually restore Hit Points, but status effects must be cured using herbs, spells or various other abilities. Sleeping can be done just about anywhere; inns do exist, but mostly sell food.
  • Like every other RPG trope, the webcomic Adventurers! makes fun of this one, too.
  • The Anime Sayonara Zetsubou Sensei has an episode where the whole class take a trip to a Cleansing Spring. It gives a brief peek at the sign next to it. If you pause the episode right there, it will say on the bottom line that it cures Petrification, Poison and other RPG-Debuffs.
  • This is particularly silly in Secret Of Mana. Since the game is action-based rather than turn-based, characters knocked to zero HP actually turn into ghosts (so they can continue to follow the other characters around). Yet even this isn't enough to stop their inevitable return to life after their teammates rest in an inn (and the ghost stands beside one of the beds.)
  • Murkon's Refuge, patterned after the classic RPGs of the day, naturally has one of these. The inn itself will only restore HP, though; the clinic is where you go to cure poison, paralysis, and yes, death. The lower-level inns and clinics are dirt-cheap, but the higher-level ones have ridiculously exorbitant prices (to avert Money For Nothing), so resurrection spells are more favored there than trips to the inn/clinic.