D&D General The "Ease of Long Rests" as a metric for describing campaigns / DM styles?

Rate your usual games from 1 to 5, where 1 means Long Rests are easy, and 5 super hard to get.

You're correct. That of course requires 11-mins to cast

They need 4-8 hours for a long rest (4hrs for elves trancing) so 11 minutes is pretty irrelevant.

Not sure I've ever seen a party try to LTH for a rest while enemies have access to their location. I have seen an LTH used when being swarmed by shadows to cast heals & try short-resting to recover Channel Divinity. But a long-rest assumes the baddies have to be mindless/incorporeal and lacking in reinforcements.

Let's face it, you can take out a party cowering in a LTH by burying it and suffocating them all. 8 hours can move a lot of dirt.
 

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I voted 1, just because I think any clever party above 6th level can try to manipulate the environment enough to get a long rest. That said, what I have found is that the tables I play at adhere to the social contract of the game and "want" to tell a story with drama and suspense. So, if the DM places a need to push on, we will. I think a lot of it boils down to trusting your DM and wanting to tell a story versus wanting your characters to look awesome in combat.
In a different type of game it's not about wanting your characters to look awesome in combat, it's about wanting to give your characters the best chance to survive in combat.
 

That sounds like a completely unrecognizable game session where the entire thing takes place locked in turn based tactical initiative. It's not hard at all for players to create an out of combat situation where they can expect that much time without interruptions . Take post 49 as an example
You seem to have completely missed the point of the post you're responding to. At the very least, you skipped over these bits:
And if they've kept themselves hidden thus far or silently eliminated the threats thus far in the dungeon, they may have those 11-mins uninterrupted to ritually cast.

But again, I don't bar the players from doing this and don't usually punish/challenge them for playing smartly. Chance is also factor, esp. with random encounter tables.
 



But by RAW, you don't need to actually sleep in order to get the benefits of a long rest, no?

If you are an elf or a warlock with Aspect of the Moon, no. But pretty much all other races need actual sleep.

RAW (emphasis added)
2014:
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.

2024:
A Long Rest is a period of extended downtime—at least 8 hours—available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.
 


So to follow up on the "long resting while under duress" concept, what methods are there for getting a rest despite enemies being in close proximity and/or actively trying to prevent sleep?

  • Elves can trance for 4 hours for a high-speed rest without sleep
  • Warlocks with Aspect of the Moon don't sleep, but still need the normal 8 hours without vigorous activity
  • Meld into Stone (3rd cleric, druid, ranger, genie-lock) provides fantastic cover/protection, lasts 8hrs w/o concentration, can be ritual cast, and it muffles sound given that you have disadvantage on Perception(hearing) checks so even noisy environments can't keep you awake. Downside, caster only.
  • Mordenkainen's Magnificent Mansion (7th bard, wiz) 24 hours w/o concentration, the door is invisible and impenetrable, provides food/drink, bedding and baths.
  • Mighty Fortress (8th Wizard) not for use except in large open areas (120 x 120x 30ft) but hey, fortress with invisible servants and the same catering as Mansion
  • Demiplane - (8th Warlock, Wizard) not a great plan as it requires the caster to stay outside to reopen the demiplane or the people inside to Planeshift/Gate out. At that point, just grab a rock/twig/etc, take a solid look around, teleport to a nice inn, sleep, and teleport back using the rock as a targeting aid. Plus there's no game rules for bad air but a 30x30x30 volume has enough for 120 creatures to long rest (based on some google-fu).

What did I miss?
 

No I did not, it's just irrelevant to the context. The post in question was not an isolated thing made absent any context as you are painting it. That context goes back to 47 or so
Could you state your position in a less opaque manner? Help me to help you. If you don't want to, or don't have the energy to, all good. Your posts are particularly difficult to decipher and follow I have to say though.
 

Could you state your position in a less opaque manner? Help me to help you. If you don't want to, or don't have the energy to, all good. Your posts are particularly difficult to decipher and follow I have to say though.
You very badly missed the entire discussion. A blatantly incorrect rules assertion of needing to reserve a 3rd level spell slot for the party to use tiny hut was stated. Tiny hut is a ritual spell... When that was pointed out it shifted to more rules hyper technicalities talk about how a ritual cast is 100 rounds as if it was some super high bar. That was when the irrelivant point you are seizing on came up in response to the fact that it's generally not that much of a stretch fan out of combat party to find somewhere they could expect to swing ten minutes uninterrupted to erect Leomunds tiny improved bunker of Force®.

I have no idea what point you are attempting to make because the line you are attempting to highlight with such fervor is is not particularly relevant to that context of bad rules and bizarre scenarios when all you did was highlight that it was said.
 
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