And, of course, that fabled hour of combatYes -- it's an hour of any combination of adventuring things, combat, casting, walking, etc. This could be only one of the things for an hour, or many of the things for an hour. That a solid hour of spellcasting might seem odd, consider casting multiple rituals, for instance.
On roll20, the text is currently:
A Long Rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting Spells, or similar Adventuring activity—the characters must begin the rest again to gain any benefit from it.
And hopefully in future printings they will change the ordering to reflect the intent. I would even remove the phrase "a period of" and replace it with "any" so that it would read:I think the problem is with ordering of that list... I rule is more as "If the rest is interrupted by a period of strenuous activity - fighitng, casting spells, 1 hour of walking..."
LOL excellent point-- I don't know how this thread got derailed from talking about short rests to a discussion on long rests.Sage Advice on the topic:
That SA was acknowledged in my OP and discussing long rests is firmly on-topic. The connecting consideration is that we now know that a single spell can interrupt a short rest. I believe that includes cantrips due to the RAW that "Cantrips -- simple but powerful spells that characters can cast almost by rote -- are level 0."LOL excellent point-- I don't know how this thread got derailed from talking about short rests to a discussion on long rests.
Back to topic.![]()
You keep focusing on 600 rounds of combat when that's not likely, but combat interspersed with other adventuring activity is. 1 hour of combat is sufficient but unnecessary. Or is it that you think it should take less than that to break a long rest? Regardless, given the game in question, even 10 minutes of combat would be extraordinary and extremely rare, so it's making a mountain of a molehill.That SA was acknowledged in my OP and discussing long rests is firmly on-topic. The connecting consideration is that we now know that a single spell can interrupt a short rest. I believe that includes cantrips due to the RAW that "Cantrips -- simple but powerful spells that characters can cast almost by rote -- are level 0."
Thought about mechanically, JC is resisting the intuition that short and long rests ought to be broken by the same things (because, of course, players could extend a short rest into a long rest, creating the perverse case that things that can interrupt the first hour of that rest can't break the longer rest that that same hour is part of). Unhelpfully then, nothing known about short rests can tell us anything about long rests even if they are in many ways very connected! Which is frankly poor design. This is what I was drawing attention to.
On this, as on some other things, I just ignore JC. Speculatively, he rules as permissively as possible in order to be inclusive of casual gamers as well as expert. That's how many of his rulings seem to me. Where I find the SA very helpful is where it lays out the intent... but here one finds it implausible that the intent is that 600 continuous rounds of combat are needed to break a long rest! Because, were that true, the mechanic would have to be crafted by someone who had heard of D&D, but never played it...
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 -You keep focusing on 600 rounds of combat when that's not likely, but combat interspersed with other adventuring activity is. 1 hour of combat is sufficient but unnecessary. Or is it that you think it should take less than that to break a long rest? Regardless, given the game in question, even 10 minutes of combat would be extraordinary and extremely rare, so it's making a mountain of a molehill.
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.However, that said, you do raise an interesting point about any combat or spellcasting breaking a short rest while not breaking a long rest. This point rests on treating rests as on a spectrum -- you can start with a short rest and then keep going until you get to a long rest. While I don't think that's a bad way of looking at it, the rules really don't make that spectrum a thing. It's either a 1 hour long short rest or an 8 hour long long rest and they are separate things, not ends of a spectrum. It clunks a bit, sure, but it allows for long rests to have reasonable interruptions (as has been pointed out, and for anyone that's served in the military, this is not unreasonable or uncommon at all) while making short rests not too easy to accomplish.