Benefits to Sleeping Indoors

If you have players like mine you know the trouble that can be had when there isn’t a clear benefit, but a potential detriment to performing an action.  Invited to dinner with the queen?  It’s a trap!  Celebration in your honor?  It’s a trap!  Sleeping in an established safe location?  It’s a trap!

Even still, I do somewhat agree with them.  There should be a palpable reason to sleep in the inn that costs 100g a night rather than the one that costs 5 silver a night.  Hell, why bother even paying that 5 silver a night when you could just sleep in the street, on the ground, or in the woods?  Worse case scenario you end up with more experience points.

Deterrent

The first solution is probably the most obvious and likely one you are already use.  If your party decides to forgo the comforts of modern life and sleep in the wild make sure they understand what that means.  Wild animals may be attracted to their smell or the smell of their food.  Animals don’t always attack humanoids, but that doesn’t keep them from trying to steal a yummy treat if it seems worth their while.  Of course, that doesn’t mean that a big animal or a pack of animals won’t attack the unguarded party if they think they can handle them.  As Hobbes once said, “Most people don’t sleep well next to a hungry tiger.”

Of course if your party is way out in the wilderness you may be a bit more lenient.  It only grows frustrating when they refuse to be civilized in civilized areas.  Sleeping on the street is something they may consider but it is usually against the law and can earn you a stint in the local jail and have to stand trial for it.  The court might let the player off if they’re well known but it will tarnish their reputation.

Sleeping outside the city limits has its problems as well.  Being alone outside the protection of society means you are vulnerable.  Bandits might attack them or gnomes might steal their magic potions and meat.  Perhaps it might rain and some of their scrolls or books would be ruined.   There are numerous reasons to stay indoors

Regardless, the most effective deterrent is actual gameplay debilitation.  Explaining that their sleep was restless and they do not recover a daily power or an encounter power, or that their healing surge value is reduced or they don’t recover all of their healing surges would get the point across

Incentive

Deterrents are a good start, but if you want to train your players in this behavior.  Simply put, just give them some benefit to paying that extra bit gold for the fancy inn.  Here are a list of ideas you can mix and match based on the price range of the inn in question.

  • +2 Healing surge value
  • +1/2 con healing surge value
  • Whenever you spend a healing surge you gain additional temporary hit points equal to your constitution modifier.
  • +1 healing surges
  • +1 to attack rolls
  • +1 to damage rolls per tier
  • +2 to knowledge skill checks (Dungeoneering, History, Nature, Religion, Streetwise)
  • +2 to physical skill checks (Athletics, Acrobatics, Endurance, Stealth)
  • +2 to awareness skill checks (Perception, Insight)
  • Once during each encounter, when you miss with an encounter power, you may chose to retain the use of that encounter power.

The list could go on, but make sure it is something that fits the cost.  You can apply this benefits to meals as well since I’m sure no person, adventurer or not, would really want to survive on trail rations for their entire life but my players would rather eat shards of iron than have to worry about eating or drinking.

Michael McElrath

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