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Quick long rest question
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<blockquote data-quote="EzekielRaiden" data-source="post: 6757381" data-attributes="member: 6790260"><p>For my money, it's "an hour, <em>in total</em>, of <list of activities>." So if you spend an hour casting a complex ritual (not a "weapon bond" type thing that can be <em>part of</em> a short rest, but something focused and challenging like making a teleportation circle), that counts. Or if you spend half an hour doing that, and half an hour marching.</p><p></p><p>The sentence makes no sense if you attempt to attach the "one hour" <em>exclusively</em> to the "walking." Casting spells is plural, so casting an <em>individual</em> spell clearly isn't enough--it only makes sense in the context of "one hour casting spells." "Adventuring activity" on its own fails to make sense, because "making camp" is an adventuring activity <em>required</em> to engage in a long rest anywhere but in town and sometimes even then--so, again, it requires the "one hour" in front. Thus, we either have to accept the implausible reading that everything on the list <em>except</em> fighting was meant to be added together to make at least one hour, and fighting is different despite being in the middle of the list...or we take the much more natural reading that "fighting" is meant to be included in that whole set of activities.</p><p></p><p>As dangerous as it is to make statements about designer intent with any game (and 5e in particular), I really don't think the designers intended for long rests to be trivially easy to interrupt. I think they were intended to be <em>potentially</em> interruptable, if a major issue arose, but not so easily lost that a single kerfluffle would spoil them.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6757381, member: 6790260"] For my money, it's "an hour, [I]in total[/I], of <list of activities>." So if you spend an hour casting a complex ritual (not a "weapon bond" type thing that can be [I]part of[/I] a short rest, but something focused and challenging like making a teleportation circle), that counts. Or if you spend half an hour doing that, and half an hour marching. The sentence makes no sense if you attempt to attach the "one hour" [I]exclusively[/I] to the "walking." Casting spells is plural, so casting an [I]individual[/I] spell clearly isn't enough--it only makes sense in the context of "one hour casting spells." "Adventuring activity" on its own fails to make sense, because "making camp" is an adventuring activity [I]required[/I] to engage in a long rest anywhere but in town and sometimes even then--so, again, it requires the "one hour" in front. Thus, we either have to accept the implausible reading that everything on the list [I]except[/I] fighting was meant to be added together to make at least one hour, and fighting is different despite being in the middle of the list...or we take the much more natural reading that "fighting" is meant to be included in that whole set of activities. As dangerous as it is to make statements about designer intent with any game (and 5e in particular), I really don't think the designers intended for long rests to be trivially easy to interrupt. I think they were intended to be [I]potentially[/I] interruptable, if a major issue arose, but not so easily lost that a single kerfluffle would spoil them. [/QUOTE]
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