Most characters need to sleep at least six hours per 24-hour cycle, if they wish to avoid negative effects from forced march, heal their hit points through rest or regain their spells.
Sleeping must be managed under reasonably comfortable conditions. Characters cannot sleep in their armor, or while wearing anything uncomfortable; they may not sleep in the open if it is raining; they may not sleep in temperatures that cannot be properly insulated against. Decibel levels cannot be above 40 dB. If these conditions are not met, characters may try to sleep, but it is presumed the sleep is ineffective and not restful.
Characters that are sleeping have a chance to awake if roused or if conditions change. These rules, as well as the sort of sleeper an individual is (heavy, normal, light) are covered under Rouse Sleeping Creatures.
For attacking sleeping persons who will not wake due to approaching stealthily, see Helpless Defenders.
When waking, a formerly sleeping character should be counted as prone and unarmed. Until 4 action points (AP) are expended by the character to fully awaken themselves, the character should be counted as groggy for combat purposes (-2 to hit). Rising from a prone position requires 2 AP, while rising from a chair requires 1 AP. If the character's weapon was laying within reach or beside the character when the character was sleeping, it requires 1 AP to take hold of it, regardless of the weapon's weight or length.
See Also,
Sleep (spell)
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