I'll disagree with you then, because by MY reading of the rules, Hex is clearly intended to be maintained through a short rest. Why else would the duration extend out to 24 hours with a high enough spell slot?We'll have to agree to disagree, because no, it's not.
I think it is pretty easy to fathom that some adventuring days, whether through necessity or convenience, have no short rests. The existence of those days is reason enough why such a long duration would exist.Why else would the duration extend out to 24 hours with a high enough spell slot?
I rule that concentrating on a spell is more strenuous than "eating, drinking, reading, and tending to wounds," the limits of exertion that allow a character to still benefit from a short rest.
As such, taking a short rest breaks a character's concentration on spells.
I think it is pretty easy to fathom that some adventuring days, whether through necessity or convenience, have no short rests. The existence of those days is reason enough why such a long duration would exist.
Well, all I can say is you have ruled incorrectly. The game designers have weighed in, and they don't agree with you. Either way, it's really not a big deal.
And I think that is a rather disingenuous line of reasoning. You honestly think that they allowed the duration of 24 hours on the off chance that that the PC's may have to go a full 24 hours with no rest? And just those two spells? Please.
You cannot benefit from a short rest if you do anything more strenuous "eating, drinking, reading, and tending to wounds." Whether or not short rests incapacitate the character is not the issue; the issue is whether concentrating on a spell is more strenuous than "eating, drinking, reading, and tending to wounds."As is, since a short rest doesn't incapacitate the caster of a concentration spell, there is no reason for a caster to be unable to concentrate on the spell during a short rest.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.