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What interupts a long rest?
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<blockquote data-quote="abirdcall" data-source="post: 8388234" data-attributes="member: 6748898"><p>At my table when we used to have long rests in the wild I learned it was only fun to let the players know if the rest was going to be successful before they attempted it, or at least to let them know the chances of it. </p><p></p><p>A single encounter during a long rest is a waste of time if it has no chance of a TPK because the long rest will erase any damage done. And a TPK in such a case is not usually very fun.</p><p></p><p>One time the group tried to take a long rest in a haunted mansion. Every time they were attacked they reasoned that there couldn't possibly be another encounter. And so on it went. The house attacked them 5-8 times before they finally packed up and left. It wasn't very fun.</p><p></p><p>Now we have the rule that long rests are only possible in friendly settlements so we don't worry about such things.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 8388234, member: 6748898"] At my table when we used to have long rests in the wild I learned it was only fun to let the players know if the rest was going to be successful before they attempted it, or at least to let them know the chances of it. A single encounter during a long rest is a waste of time if it has no chance of a TPK because the long rest will erase any damage done. And a TPK in such a case is not usually very fun. One time the group tried to take a long rest in a haunted mansion. Every time they were attacked they reasoned that there couldn't possibly be another encounter. And so on it went. The house attacked them 5-8 times before they finally packed up and left. It wasn't very fun. Now we have the rule that long rests are only possible in friendly settlements so we don't worry about such things. [/QUOTE]
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What interupts a long rest?
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