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Just how long is a long rest anyway?
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<blockquote data-quote="Charlaquin" data-source="post: 7944449" data-attributes="member: 6779196"><p>Ahh, I see the problem. You’ve mistaken the number of <em>recommenced encounters</em> in an adventuring day for the <em>definition</em> of an adventuring day. This is incorrect. An adventuring day is meant to contain 6-8 encounters, but it could contain more or fewer, and 6-8 encounters do not necessarily constitute an adventuring day.</p><p></p><p></p><p>Except for the part where there’s no way you’ll fit it within an hour. Adventuring involves more than just combat. Other things will happen between these encounters, which will take time.</p><p></p><p></p><p>It’s absolutely more dangerous than usual because “starting a long rest and seeing how things go” requires spending several hours sleeping, which if you’re not in a safe location, I’d very likely to result in you being killed.</p><p></p><p></p><p>It was never meant as proof of my interpretation, but nor would I call it a work-around. It’s just what I would do to discourage a party from attempting to take a long rest in a dangerous place.</p><p></p><p></p><p>You haven’t demonstrated this to be true. 600 rounds of combat interrupting a long rest is not absurd to me. Of course fighting for a whole hour would ruin your night’s sleep! Just because it’s an unlikely event to happen doesn’t make it an absurd consequence.</p><p></p><p></p><p>It is neither poor wording nor problematic. The wording communicates the intended meaning, and it is intended that, if the players do manage to spend an hour in combat (or less than an hour in combat and the rest of the one hour period doing other adventuring activity), that break the rest.</p><p></p><p></p><p>No, you won’t, because adventuring days involve adventuring activity other than just combat, an hour of which in total will not result in accomplishing much of anything. Not to mention, PCs can only benefit from one long rest in a 24 hour period, so even if you somehow do pull this trick off once, you won’t be able to again without spending nor just 8, but 31 hours in the adventure location.</p><p></p><p></p><p>You really haven’t demonstrated this to be necessary.</p><p></p><p></p><p>Again, you haven’t effectively proven 4, so this argument is built on a shaky foundation. As well, you’re suggesting banning your nested-adventuring-day tactic as part of the social contract, as if it were some kind of first order optimal strategy that needs curtailing lest it ruin the game, instead of the hairbrained scheme likely to result in a TPK that it actually is.</p><p></p><p></p><p>Except none of these things are problems for the RAI interpretation. At all.</p><p></p><p></p><p>Again, I don’t agree that the things you claim to be technical problems with the RAI are problems at all, and you haven’t really demonstrated that they are. Furthermore, your analysis disregards the realities of play, assuming that the players will just be able to decide to rest for 7 hours, have 6-8 encounters, rest for 1 hour, and repeat. This ignores the fact that it is the DM who is in control of when and where encounters happen, that adventuring involves more than just combat, and that resting in or near an adventure location will likely result in many attacks that will deplete the party’s resources, making this tactic not the least bit viable in a real game.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7944449, member: 6779196"] Ahh, I see the problem. You’ve mistaken the number of [I]recommenced encounters[/I] in an adventuring day for the [I]definition[/I] of an adventuring day. This is incorrect. An adventuring day is meant to contain 6-8 encounters, but it could contain more or fewer, and 6-8 encounters do not necessarily constitute an adventuring day. Except for the part where there’s no way you’ll fit it within an hour. Adventuring involves more than just combat. Other things will happen between these encounters, which will take time. It’s absolutely more dangerous than usual because “starting a long rest and seeing how things go” requires spending several hours sleeping, which if you’re not in a safe location, I’d very likely to result in you being killed. It was never meant as proof of my interpretation, but nor would I call it a work-around. It’s just what I would do to discourage a party from attempting to take a long rest in a dangerous place. You haven’t demonstrated this to be true. 600 rounds of combat interrupting a long rest is not absurd to me. Of course fighting for a whole hour would ruin your night’s sleep! Just because it’s an unlikely event to happen doesn’t make it an absurd consequence. It is neither poor wording nor problematic. The wording communicates the intended meaning, and it is intended that, if the players do manage to spend an hour in combat (or less than an hour in combat and the rest of the one hour period doing other adventuring activity), that break the rest. No, you won’t, because adventuring days involve adventuring activity other than just combat, an hour of which in total will not result in accomplishing much of anything. Not to mention, PCs can only benefit from one long rest in a 24 hour period, so even if you somehow do pull this trick off once, you won’t be able to again without spending nor just 8, but 31 hours in the adventure location. You really haven’t demonstrated this to be necessary. Again, you haven’t effectively proven 4, so this argument is built on a shaky foundation. As well, you’re suggesting banning your nested-adventuring-day tactic as part of the social contract, as if it were some kind of first order optimal strategy that needs curtailing lest it ruin the game, instead of the hairbrained scheme likely to result in a TPK that it actually is. Except none of these things are problems for the RAI interpretation. At all. Again, I don’t agree that the things you claim to be technical problems with the RAI are problems at all, and you haven’t really demonstrated that they are. Furthermore, your analysis disregards the realities of play, assuming that the players will just be able to decide to rest for 7 hours, have 6-8 encounters, rest for 1 hour, and repeat. This ignores the fact that it is the DM who is in control of when and where encounters happen, that adventuring involves more than just combat, and that resting in or near an adventure location will likely result in many attacks that will deplete the party’s resources, making this tactic not the least bit viable in a real game. [/QUOTE]
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