We'll talk about that at the start of our next gaming session together. I might not be able to accommodate your wishes completely, but I am sure we can come up with a compromise that works for both your character and the campaign world. If Mike Mearls shows up with his janky Gnome Illusionist/Barbarian, I'll be willing to hear his point of view as well.
Pretty sure you and I will never be gaming together, but whatever fantasy floats your boat. More power to you.
You asked why else the duration would be 24 hours, and I gave you a reason why the duration would be relevant. While you might have difficulty imagining a group not being willing/able to take short rests during an adventuring day, that speaks more to the strength of your imagination than it does to any cogent rebuttal.
Wow, that's some really poor reading comprehension on your part there. I wasn't saying that it wasn't possible for an adventuring group to go a full 24 hours without a rest. I was saying that it was disingenuous of you to use that as reasoning for a spell to have a 24 hour concentration duration.
If you are going to pretend that the game designers gave just two spells, out of all the spells in the PHB, a 24 hour concentration duration on the tiny, tiny chance that somewhere, someday, a group of PC's will go 24 hours without any rest, and thus will need a spell they can maintain for that duration, and that spell could only be Hunter's Mark or Hex ..well, all I can say is your ability to maintain cognitive dissonance is impressive.

However, I will continue to work on the assumption that the game designers don't write spell descriptions with a 1 in a 1,000 game occurrence in mind. If they specifically call out a 24 hour concentration duration as being possible, not once but twice, then I assume that it's intended to happen a little more often than that.
But the most important thing is that the only clarification we have from the designers matches the conclusion I'd already come too.

You might say that having a short rest in a day is pretty common, and use that as justification for why concentration spells with a 24 hour duration ignores short rests. The flaw in that reasoning is that a 24 hour period is significantly more likely to have a long rest than it is to have a short rest, and your logic would apply equally to those spells ignoring long rests.
After all, since a long rest is even more of a given than a pair of short rests, resulting in an adventuring day that is only really 16 hours long, your logic would apply even more strongly to concentration not being interrupted by long rests.
If you can take a long rest without falling asleep, then you can maintain the concentration on the spell. (You lose concentration if you fall unconscious, and I'm not going to pretend you can be asleep and still be conscious.) Usually you'll only see this with elves, who can trance for 4 hours without actually being asleep.
But it is not actually required that you sleep during a long rest, although most of the time it is assumed you do sleep during at least a portion of it. If for some reason you really needed to maintain Hex for 24 hours, you could do a long rest without sleeping. (As a DM I'd penalize you if you try to go more than 48 hours without sleeping, but people have been able to stay awake for longer when they need or want to. The rules are silent on how sleep deprivation actually affects characters.)
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