D&D 5E Interrupting rests

DND_Reborn

The High Aldwin
This is why I think any rest period that is disturbed should have a check to see if the PC can still benefit from the rest period. shrug

I like this, it makes it simple, and I will probably suggest it for our table.
 

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My problem with the 1 hour of spellcasting rule is, that you can have that break just before sunset, so you spend your spells and can easily recover them?
I think my ruling would be, that you can finish your long rest and not recover your recent bruises and lost spell slots, or extend the rest for full recovery.
So the rule in short would be: resources spent during rest time are not recovered.
 

iserith

Magic Wordsmith
My problem with the 1 hour of spellcasting rule is, that you can have that break just before sunset, so you spend your spells and can easily recover them?
I think my ruling would be, that you can finish your long rest and not recover your recent bruises and lost spell slots, or extend the rest for full recovery.
So the rule in short would be: resources spent during rest time are not recovered.

Unless time actually matters (and it should in my view), the party is incentivized to just extend the rest. If time does matter, it incentivizes them to just spam cantrips. Whether or not that is desirable depends on the group, I suppose. For my part, I don't see any issue with PCs recovering all their resources at the end of the long rest, even if they did spend some during it.
 

Iry

Hero
It makes little to no sense to me that someone can get up from a rest, spike their adrenaline to the max, fight to the death with some monsters, and then soon pass out for 3 more hours of sleep and wake up without exhaustion.
It's practically a requirement for Soldiers, Nurses, Truckers, etc. Granted, it can take a while to acclimate to sleep/activity/sleep, and the long term health effects are not appealing.
For my part, I don't see any issue with PCs recovering all their resources at the end of the long rest, even if they did spend some during it.
I fall into the same camp, though I do fuss about taking two long rests close together. Not to the point of tyranny, but I can sometimes require constitution saves if you try to sleep too soon. :p
 


Ovinomancer

No flips for you!
I have a game designer or programmer way of looking at it, which I want to call out because it means I am thinking about it in a specific way that many players will not. Also, I am not saying the way that I am thinking about it defines the right way to have fun. With that aside -

Concerning a prototyped mechanic, one cannot just conveniently ignore valid cases that one dislikes. That isn't good, intentional design. We have discussed 600 rounds for the sake of emphasis, but as you say even 100 rounds would be extraordinary. That means there are a lot of cases in the volume of state-space that the prototyped mechanic defines, that are extraordinary.

So while it is true (for the sake of argument) that 59 minutes of walking and 1 minute of combat will break a rest, while 59 minutes and 30 seconds will not, nor 58 minutes of walking and 1 minute of combat; it is also on the table that 599 rounds of combat will not break a rest. That's one of the cases entailed by the mechanic (as you read it). And 299 rounds of combat also won't break the rest, even though that is very far within the envelope!

Given that game rules are interpreted we can always consider our options for interpretation: the RAI. If a valid interpretation (such as one cleaving to the literal meaning, but grasping the other horn of an ambiguity) exists, that does not contain such undesirable cases, then we can prefer it. It serves as a razor - alongside Occam's Razor and others (which JC's ruling eschews of course!)
This looks like complaining that the rule is overengineered, but not a problem. So what if it handles 599 rounds of combat and that's vanishingly possible to even achieve? What the rules does is say that, yes 600 round of combat breaks a long rest, but also that any combat paired with any spellcasting paired with any walking paired with any other adventuring activities that collectively crossing the 1 hour mark in an 8 hour period voids the long rest. By doing it this way, they're actually economizing rules text -- sure, it's weird that it allows for 599 round of combat but it also now doesn't have to state exactly how much combat and how much spellcasting and how much other stuff does what, it just tosses them into the "don't do this stuff for an hour" bin and it's simple and done.


The fault here is that players can do this, whatever you want to say about it. They can start a short rest and 59 minutes and 59 seconds in switch their intent to a long rest.
Can they? Do we care if they do? They don't get the benefit of the short rest if they do this, so I'm not seeing any problems worth addressing at all. If they are taking a short rest, and combat occurs, then they can't switch to a long rest at all, so, again, what problem occurs here?
 

clearstream

(He, Him)
This looks like complaining that the rule is overengineered, but not a problem. So what if it handles 599 rounds of combat and that's vanishingly possible to even achieve? What the rules does is say that, yes 600 round of combat breaks a long rest, but also that any combat paired with any spellcasting paired with any walking paired with any other adventuring activities that collectively crossing the 1 hour mark in an 8 hour period voids the long rest. By doing it this way, they're actually economizing rules text -- sure, it's weird that it allows for 599 round of combat but it also now doesn't have to state exactly how much combat and how much spellcasting and how much other stuff does what, it just tosses them into the "don't do this stuff for an hour" bin and it's simple and done.
That's a misleading characterisation: it is simple if any fighting interrupts a rest. JC opts for the more baroque ruling.

Can they? Do we care if they do? They don't get the benefit of the short rest if they do this, so I'm not seeing any problems worth addressing at all. If they are taking a short rest, and combat occurs, then they can't switch to a long rest at all, so, again, what problem occurs here?
You've missed the point being made, which is about what is going on mechanically. That's okay, I suspect we won't agree on this. Luckily, we don't need to :)
 

Ovinomancer

No flips for you!
That's a misleading characterisation: it is simple if any fighting interrupts a rest. JC opts for the more baroque ruling.
But any fighting doesn't interrupt a long rest. It does interrupt a short rest. The intent is for long rests to be allowed to be temporarily interrupted if the camp is attack or something special occurs. The intent of a short rest is that you need at least an hour of no interruption to gain the benefits. You might disagree with this intent, but that's not a problem with how they're implemented.

You've missed the point being made, which is about what is going on mechanically. That's okay, I suspect we won't agree on this. Luckily, we don't need to :)
Okay, I missed your point. Mechanically, if a short rest is interrupted by any amount of fighting, the short rest is lost. If a long rest is interrupted by any fighting, it must be less than an hour in durations and not combined with any other adventuring activities for more than an hour. You can start a short rest and decide to turn it into a long rest (although I'm not at all clear how this occurs, I'm going with it for arguments sake). What's the mechanical issue at hand, here?
 

Shiroiken

Legend
For myself: If it doesn't make the party move camp, I just have the time spent on the interruption + some time to re-set camp added to the total time need for the rest. But that's a houserule.
That's not really a houserule, but a DM interpretation of likely events. Unless a player wants to spend multiple hours of the rest casting spells/rituals, this just isn't going the happen. Even then, consider the actual time: you have 8 hours of adventuring, lets add two 1 hour short rests, and an 8 hour long rest: this totals only 18 hours out of 24. Even if you force an hour at dawn and dusk for routine activity, this leaves 4 full hours that this spellcasting can be done without issue.

So can you cast one spell in a long rest, without interrupting it? Per your understanding.
No, my understanding is that short and long rests are mechanically different, which is in opposition to your view. In only 1 hour, having a sudden event that forces you into activity can disrupt you efforts to relax (although realistically, it would likely extend the short rest by a period of time, not a full hour). Over the course of 8 hours, however, it's not unreasonable for you have some level of strenuous activity, while still being able to return to your 8 hours of relaxation.

For me the issue there (with the combination of activities reading) is that nothing in the RAW excludes also an hour of any one of the activities, if you are reading the "1 hour" as spanning the whole clause. At that point, the reading becomes less defensible qua RAW because it is no longer literal: it is adding words and/or picking and choosing.
Here's your problem. RAW is quite possibly one of the worst ways of looking at 5E. RAW is quite literally the DM interprets the outcome of any action or activity (very early in the PHB), and much of the game is written deliberately vague for the purpose of allowing each DM to determine how they want it to work in their game. Unless the DM directly contradicts something explicit in the PHB, then they are correct. Period. Even if they do contradict something explicit, it is simply a houserule, which 5E was specifically deigned to easily integrate.

On this, as on some other things, I just ignore JC.
Reminder that Sage Advice is only advice, even from the "on high holy JC." In general I find that JC can suck it, because his views on the game are radically different than mine, and I've found the advice of Mearls to be far more useful.
 

Lanefan

Victoria Rules
1 hour of walking or 1 hour of combat? No! It's 1 hour of walking OR combat. Basic English, people. That would be 600 rounds of combat. That's like 15 levels worth in 5e.
The bolded still reads as if the '1 hour' proviso applies to both walking and combat; you're reading an exclusive 'or' where I - and I suspect many others - am reading an inclusive.

What's needed for actual clarity is the insertion of a comma and the word 'any' in the right places, such that it reads: 1 hour of walking, or any combat...
 

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