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<blockquote data-quote="The Crimson Binome" data-source="post: 6873307" data-attributes="member: 6775031"><p>So you're trying to argue that <em>concentrating</em> - which requires no action and which you are expected to keep up for hours on end - is <em>more</em> strenuous than <em>tending your wounds</em>?</p><p></p><p>I mean, I definitely see how someone <em>could</em> think that, but it seems much more likely that someone <em>wants</em> to see that and is grasping at any vagueness they can find in order to rationalize it. Which is perfectly within your right, I mean - as DM, I do that sort of thing all the time! Just make sure to let your players know before the campaign starts.</p><p></p><p>From a mechanical design standpoint, Hex is all over the place. As far as I can tell, it's the only spell that they <em>intend</em> for you to concentrate on all the way through a short rest. I mean, it lasts eight hours, which is the declared length of an adventuring day, and they <em>expect</em> you to take two short rests during that time. It definitely has the feeling of being designed by a committee, tweaking it back and forth while they were still working on figuring out how short rests and up-ranking spells were supposed to work.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6873307, member: 6775031"] So you're trying to argue that [I]concentrating[/I] - which requires no action and which you are expected to keep up for hours on end - is [I]more[/I] strenuous than [I]tending your wounds[/I]? I mean, I definitely see how someone [I]could[/I] think that, but it seems much more likely that someone [I]wants[/I] to see that and is grasping at any vagueness they can find in order to rationalize it. Which is perfectly within your right, I mean - as DM, I do that sort of thing all the time! Just make sure to let your players know before the campaign starts. From a mechanical design standpoint, Hex is all over the place. As far as I can tell, it's the only spell that they [I]intend[/I] for you to concentrate on all the way through a short rest. I mean, it lasts eight hours, which is the declared length of an adventuring day, and they [I]expect[/I] you to take two short rests during that time. It definitely has the feeling of being designed by a committee, tweaking it back and forth while they were still working on figuring out how short rests and up-ranking spells were supposed to work. [/QUOTE]
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