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Interrupting a Long Rest
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<blockquote data-quote="The-Magic-Sword" data-source="post: 7020240" data-attributes="member: 6801252"><p>(I should note that my long rests are 24 hours and my short rests are 8 hours, this is only to expand the 6-8 encounter adventuring day over a few days, because I find it hard to get to the late-in-the-day encounters with diminished resources otherwise, it doesn't really matter much)</p><p></p><p></p><p></p><p>Short rests are to me what long rests are to you, same sleep requirement and such. The 24 hour long rest is a little more lenient- the point of a long rest is the full-recharge after all, so it generally happens when i want it to happen (between adventures) anyway- so i'm not too particular. I mostly ask "what do you do on your day off?" and so long as the answer isn't "adventuring" it's generally fine. In that sense, my rests are very gamey- the long rests aren't so much options as something that happens in the narrative as part of encounter progression, because a day off is aklso a break in the narrative tension, this allows me to design things so that the end of the mechanical tension (full recharge) is also the end of the narrative tension (things are such that we can take a day off.)</p><p></p><p>I feel not enough DMs think of it this way, the role resting plays on pacing, while the players CAN choose to break to rest, avoiding a 5 minute work day requires you to basically force them not to narratively- so you should think of the adventuring "day" as a narrative unit, a 6-8 encounter build up followed by a discharge of tension, short rests are more minor discharges of tension, like checkpoints. In this context worrying about what a rest is becomes trivial, because resting doesn't happen unless tension is breaking down anyway. </p><p></p><p>Then it becomes a question of resource management between rests, and you can view any "cheesing" in that light. I don't generally worry about something like mage armor, because i know it saves my players from keeping track of their AC without it, in addition to their AC with it, so i treat it almost as a ritual. Hex and hutner's mark still requires a valid (read: not bag of rats) target. Starting and ending rests at will is nonsensichal, because they just represent periods of non-activity, and the consequences for those based off the amount of time passed. It helps that rests are harder to cheese the longer they take.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 7020240, member: 6801252"] (I should note that my long rests are 24 hours and my short rests are 8 hours, this is only to expand the 6-8 encounter adventuring day over a few days, because I find it hard to get to the late-in-the-day encounters with diminished resources otherwise, it doesn't really matter much) Short rests are to me what long rests are to you, same sleep requirement and such. The 24 hour long rest is a little more lenient- the point of a long rest is the full-recharge after all, so it generally happens when i want it to happen (between adventures) anyway- so i'm not too particular. I mostly ask "what do you do on your day off?" and so long as the answer isn't "adventuring" it's generally fine. In that sense, my rests are very gamey- the long rests aren't so much options as something that happens in the narrative as part of encounter progression, because a day off is aklso a break in the narrative tension, this allows me to design things so that the end of the mechanical tension (full recharge) is also the end of the narrative tension (things are such that we can take a day off.) I feel not enough DMs think of it this way, the role resting plays on pacing, while the players CAN choose to break to rest, avoiding a 5 minute work day requires you to basically force them not to narratively- so you should think of the adventuring "day" as a narrative unit, a 6-8 encounter build up followed by a discharge of tension, short rests are more minor discharges of tension, like checkpoints. In this context worrying about what a rest is becomes trivial, because resting doesn't happen unless tension is breaking down anyway. Then it becomes a question of resource management between rests, and you can view any "cheesing" in that light. I don't generally worry about something like mage armor, because i know it saves my players from keeping track of their AC without it, in addition to their AC with it, so i treat it almost as a ritual. Hex and hutner's mark still requires a valid (read: not bag of rats) target. Starting and ending rests at will is nonsensichal, because they just represent periods of non-activity, and the consequences for those based off the amount of time passed. It helps that rests are harder to cheese the longer they take. [/QUOTE]
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