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Interrupting rests
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<blockquote data-quote="Charlaquin" data-source="post: 8104322" data-attributes="member: 6779196"><p>The thing is, I don’t see that as an implausible scenario at all. If, for example, a complication occurs during a long rest and monsters steal some of the PCs equipment, recovering it could easily involve an amount of walking, fighting, spellcasting, and other adventuring activity totaling an hour or more. Or if the rest is interrupted by monsters attacking several times, the players might decide that their chosen resting location is not secure enough and have to walk to a safer one, and may get attacked periodically throughout the transition. These are the sorts of disruptions that can ruin a long rest, whereas a single 3-5 round combat is a mere inconvenience.</p><p></p><p></p><p>It isn’t a matter of whether or not changing their minds is or should be <em>allowed</em>, it’s a matter of whether or not there’s any opportunity to do so in the course of gameplay. Again, a short rest generally goes something along the lines of:</p><p><strong>Players:</strong> We take a short rest</p><p><strong>DM:</strong> <em>rolls some dice</em></p><p><strong>DM:</strong> Ok, you can spend hit dice and regain resources that recover after a short rest <em>or</em> part way through your rest, a troll attacks. Roll initiative!</p><p></p><p>There’s really no opportunity in there for the players to go “actually, never mind, we want to take a long rest.” Maybe after the combat? I could potentially see the players deciding that after the fight that interrupted their short rest, they actually need a long rest, and I’d allow them to treat the time they had spent on the short rest as light activity time during the long rest.</p><p></p><p>Actually come to think of it, that’s another potential avenues for the hour total of adventuring activity that interrupts a long rest. If the players attempt to take a short rest, get interrupted, move to another location to try to rest again, and this process repeats a few times, they could easily rack up an hour, preventing them from being able to treat the resting time as part of a long rest.</p><p></p><p></p><p></p><p>Cancelling a rest is a different thing than changing the type of rest they’re taking. That’s a scenario that I could much more easily see taking place within the normal flow of the game. Especially if during the course of a long rest, the players get interrupted multiple times and don’t think that they’ll be able to move to a safer lovat</p><p></p><p></p><p></p><p>I’m not super interested in scenarios that are theoretically permissible by the rules but are practically implausible to occur during the course of actual play. Maybe that’s why I’m not particularly bothered by the rules leaving room for a case where 600 rounds of combat alone interrupts a rest and you are? To me, that’s a “possibility” I’m never going to have to worry about, so I can comfortably chalk that up to “the rules don’t want combat alone to be able to interrupt a long rest” and dismiss the absurd case of 600 rounds of combat ever occurring. It’s adventuring activity in general that interrupts a rest when it totals one hour or more. Combat is just one type of adventuring activity that is likely to occur alongside other adventuring activity and contributes to the total time spent not resting.</p><p></p><p></p><p>Sure, I’m not saying the players have to declare specifically what they’re doing during a rest, just that the idea that the activities characters typically perform during a short rest are the same as the activities they perform during a long rest, and therefore transitioning from one type of rest to another would be a trivial matter doesn’t really mesh with the way short vs. long rests are described in the rule book.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8104322, member: 6779196"] The thing is, I don’t see that as an implausible scenario at all. If, for example, a complication occurs during a long rest and monsters steal some of the PCs equipment, recovering it could easily involve an amount of walking, fighting, spellcasting, and other adventuring activity totaling an hour or more. Or if the rest is interrupted by monsters attacking several times, the players might decide that their chosen resting location is not secure enough and have to walk to a safer one, and may get attacked periodically throughout the transition. These are the sorts of disruptions that can ruin a long rest, whereas a single 3-5 round combat is a mere inconvenience. It isn’t a matter of whether or not changing their minds is or should be [I]allowed[/I], it’s a matter of whether or not there’s any opportunity to do so in the course of gameplay. Again, a short rest generally goes something along the lines of: [B]Players:[/B] We take a short rest [B]DM:[/B] [I]rolls some dice[/I] [B]DM:[/B] Ok, you can spend hit dice and regain resources that recover after a short rest [I]or[/I] part way through your rest, a troll attacks. Roll initiative! There’s really no opportunity in there for the players to go “actually, never mind, we want to take a long rest.” Maybe after the combat? I could potentially see the players deciding that after the fight that interrupted their short rest, they actually need a long rest, and I’d allow them to treat the time they had spent on the short rest as light activity time during the long rest. Actually come to think of it, that’s another potential avenues for the hour total of adventuring activity that interrupts a long rest. If the players attempt to take a short rest, get interrupted, move to another location to try to rest again, and this process repeats a few times, they could easily rack up an hour, preventing them from being able to treat the resting time as part of a long rest. Cancelling a rest is a different thing than changing the type of rest they’re taking. That’s a scenario that I could much more easily see taking place within the normal flow of the game. Especially if during the course of a long rest, the players get interrupted multiple times and don’t think that they’ll be able to move to a safer lovat I’m not super interested in scenarios that are theoretically permissible by the rules but are practically implausible to occur during the course of actual play. Maybe that’s why I’m not particularly bothered by the rules leaving room for a case where 600 rounds of combat alone interrupts a rest and you are? To me, that’s a “possibility” I’m never going to have to worry about, so I can comfortably chalk that up to “the rules don’t want combat alone to be able to interrupt a long rest” and dismiss the absurd case of 600 rounds of combat ever occurring. It’s adventuring activity in general that interrupts a rest when it totals one hour or more. Combat is just one type of adventuring activity that is likely to occur alongside other adventuring activity and contributes to the total time spent not resting. Sure, I’m not saying the players have to declare specifically what they’re doing during a rest, just that the idea that the activities characters typically perform during a short rest are the same as the activities they perform during a long rest, and therefore transitioning from one type of rest to another would be a trivial matter doesn’t really mesh with the way short vs. long rests are described in the rule book. [/QUOTE]
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