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Interrupting a Long Rest
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<blockquote data-quote="Caliban" data-source="post: 7020355" data-attributes="member: 284"><p>Short Rest and Long Rest are metagame concepts - the characters are just "resting", but the players are usually trying for one or the other. </p><p></p><p>If you want to spend Hit Dice for healing and recharge Short rest abilities, you have to finish a Short rest. </p><p>If you want to regain half your total Hit Dice (and heal without spending hit dice), and recharge Long and Short rest abilities, you have to finish a Long Rest. </p><p></p><p>Adventure League makes a distinction between them - you can't turn a short rest into a long rest. You can take a short rest, spend hit dice to heal, and then immediately start a long rest if you wish, but it will be a total of at least 9 hours, not 8 hours. That's the ruling from the administration, I don't really have a strong opinion on the matter. </p><p></p><p>That being said, I using the same ruling in my home game. Merging a short test into a long rest just seems counter intuitive to me, in that you could rest an hour, regain some abilities and spend hit dice, and then rest 7 more hours and regain all the hit dice you spent and the rest of your abilities and count it all as the same long rest. </p><p></p><p>If I was going to argue the rules one way or the other, I'd say the important phrase is "at the end". If you end a short rest (i.e. spent hit dice to heal and recharged abilities), then you have voluntarily stopped resting, even if only for a few moments. You have to start resting again from scratch, so it would be another 8 hours if you also want a long rest.</p><p></p><p>But in the end, it's only the difference between taking an 8 hour break or a 9 hour break, so I'm not that worried about it.</p></blockquote><p></p>
[QUOTE="Caliban, post: 7020355, member: 284"] Short Rest and Long Rest are metagame concepts - the characters are just "resting", but the players are usually trying for one or the other. If you want to spend Hit Dice for healing and recharge Short rest abilities, you have to finish a Short rest. If you want to regain half your total Hit Dice (and heal without spending hit dice), and recharge Long and Short rest abilities, you have to finish a Long Rest. Adventure League makes a distinction between them - you can't turn a short rest into a long rest. You can take a short rest, spend hit dice to heal, and then immediately start a long rest if you wish, but it will be a total of at least 9 hours, not 8 hours. That's the ruling from the administration, I don't really have a strong opinion on the matter. That being said, I using the same ruling in my home game. Merging a short test into a long rest just seems counter intuitive to me, in that you could rest an hour, regain some abilities and spend hit dice, and then rest 7 more hours and regain all the hit dice you spent and the rest of your abilities and count it all as the same long rest. If I was going to argue the rules one way or the other, I'd say the important phrase is "at the end". If you end a short rest (i.e. spent hit dice to heal and recharged abilities), then you have voluntarily stopped resting, even if only for a few moments. You have to start resting again from scratch, so it would be another 8 hours if you also want a long rest. But in the end, it's only the difference between taking an 8 hour break or a 9 hour break, so I'm not that worried about it. [/QUOTE]
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