Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Quick long rest question
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 6757931" data-attributes="member: 6790260"><p>Sure, a solid hour of nothing but combat is unfeasible. However, there is a penumbra of strenuous activity <em>around</em> "combat" that can pad things out substantially. If you know you're about to be attacked, any time spent prepping I'd call a "strenuous" activity, and that's a good 5-ish minutes there. Then if you take any prisoners, getting them secured will take several minutes at least, and either way you're going to spend a few more minutes stripping them of their valuables. If the group has to move for some reason--retreat to a more-easily-defended location, for example--then all the time spent packing up, moving, and laying back down would count against it too, and that could easily be an hour by itself.</p><p></p><p>As with a lot of limitations in 5e, I feel like people have an...odd perception of it. It's not there to identify a thing that <em>easily and frequently</em> breaks a short rest. <em>Some</em> fighting can happen, but just because you get jumped in camp one time doesn't mean you can't still get some rest. "No amount of fighting" would be a ridiculous extreme, allowing abusive effects. But at the same time, "<em>any</em> amount of fighting" would also be extreme, as it would make unexpected encounters an extremely, inordinately dangerous threat. Thus we get something that's somewhere in the middle, neither so extremely lax that it cannot be negatively impacted ever, nor so extremely strict that even the slightest problem breaks it.</p><p></p><p>Honestly, this feels like exactly the same issue that came up in your "Inspiring Leader" thread. Why is it that limitations need to be either absolutely restrictive, or absolutely permissive? Middle-of-the-road limitations that set a pace seem perfectly cromulent, allowing practical use while still providing <em>some</em> kind of failure-case in the face of reasonable difficulty.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6757931, member: 6790260"] Sure, a solid hour of nothing but combat is unfeasible. However, there is a penumbra of strenuous activity [I]around[/I] "combat" that can pad things out substantially. If you know you're about to be attacked, any time spent prepping I'd call a "strenuous" activity, and that's a good 5-ish minutes there. Then if you take any prisoners, getting them secured will take several minutes at least, and either way you're going to spend a few more minutes stripping them of their valuables. If the group has to move for some reason--retreat to a more-easily-defended location, for example--then all the time spent packing up, moving, and laying back down would count against it too, and that could easily be an hour by itself. As with a lot of limitations in 5e, I feel like people have an...odd perception of it. It's not there to identify a thing that [I]easily and frequently[/I] breaks a short rest. [I]Some[/I] fighting can happen, but just because you get jumped in camp one time doesn't mean you can't still get some rest. "No amount of fighting" would be a ridiculous extreme, allowing abusive effects. But at the same time, "[I]any[/I] amount of fighting" would also be extreme, as it would make unexpected encounters an extremely, inordinately dangerous threat. Thus we get something that's somewhere in the middle, neither so extremely lax that it cannot be negatively impacted ever, nor so extremely strict that even the slightest problem breaks it. Honestly, this feels like exactly the same issue that came up in your "Inspiring Leader" thread. Why is it that limitations need to be either absolutely restrictive, or absolutely permissive? Middle-of-the-road limitations that set a pace seem perfectly cromulent, allowing practical use while still providing [I]some[/I] kind of failure-case in the face of reasonable difficulty. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Quick long rest question
Top