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General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="Hriston" data-source="post: 9773995" data-attributes="member: 6787503"><p>The rule for interrupting long rests quite clearly defines "a period of strenuous activity" as "at least one hour of" certain types of activity. The examples given are "walking, fighting, casting spells, or similar adventuring activity". The fact that it's unreasonable to expect anyone to engage in an hour of nothing but fighting or an hour of nothing but casting spells is irrelevant. Both fighting and casting spells can be part of a one hour or longer period of strenuous activity along with walking and similar adventuring activity. The intent is, again clearly, that if an interruption to a character's rest results in them going "adventuring" for an hour or more, then they need to start the rest over again to get any benefit. This means an interruption can result in a "victory" for the party in which they deal with whatever it was that caused the interruption in less than an hour and reclaim their rest, or it can result in a "loss" in which they get pulled into a series of events that requires them to abandon their rest. Taking the example of a random combat encounter which causes the interruption, say the party is attacked in their camp while resting, if the party can deal with the threat by achieving a swift victory, nothing is lost. The rest continues. But say one of the monsters succeeds in stealing an important mcguffin, and the party chooses to pursue the thief, leading to an hour or more of "adventuring", then the rest is lost. To me, at least, this is the most reasonable and well supported interpretation and doesn't require anyone to imagine the designers positing that a straight hour of fighting or a straight hour of spellcasting is anything that would actually happen in anyone's game.</p></blockquote><p></p>
[QUOTE="Hriston, post: 9773995, member: 6787503"] The rule for interrupting long rests quite clearly defines "a period of strenuous activity" as "at least one hour of" certain types of activity. The examples given are "walking, fighting, casting spells, or similar adventuring activity". The fact that it's unreasonable to expect anyone to engage in an hour of nothing but fighting or an hour of nothing but casting spells is irrelevant. Both fighting and casting spells can be part of a one hour or longer period of strenuous activity along with walking and similar adventuring activity. The intent is, again clearly, that if an interruption to a character's rest results in them going "adventuring" for an hour or more, then they need to start the rest over again to get any benefit. This means an interruption can result in a "victory" for the party in which they deal with whatever it was that caused the interruption in less than an hour and reclaim their rest, or it can result in a "loss" in which they get pulled into a series of events that requires them to abandon their rest. Taking the example of a random combat encounter which causes the interruption, say the party is attacked in their camp while resting, if the party can deal with the threat by achieving a swift victory, nothing is lost. The rest continues. But say one of the monsters succeeds in stealing an important mcguffin, and the party chooses to pursue the thief, leading to an hour or more of "adventuring", then the rest is lost. To me, at least, this is the most reasonable and well supported interpretation and doesn't require anyone to imagine the designers positing that a straight hour of fighting or a straight hour of spellcasting is anything that would actually happen in anyone's game. [/QUOTE]
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