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What interupts a long rest?
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<blockquote data-quote="Shiroiken" data-source="post: 8388617" data-attributes="member: 6775477"><p>Something no one every thinks about, but the average long rest is more than 12 hours, rather than just 8 hours. You can travel/adventure for 8 hours without making saves to avoid exhaustion. Lets add in two 1 hour short rests, putting us to 10 hours. Hell, let's give an extra hour at the beginning and end of the day for waking up and winding down. That's 12 hours, tops. If a long rest is 8 hours, where did the rest of the time go? This means that realistically even if you have an encounter ruin a long rest, there's certainly enough time to restart it. If it happens late enough, well the 8 hours has passed, so they already got it. Even if you drop it in the middle of the night, that just delays their start by 2 hours... which will take away from extra downtime at the end of the day without causing any timeframe issues.</p><p></p><p></p><p>This is where 3E had it right. You don't get back any spell slots used during the rest. This makes casting during a late night encounter problematic. The HP issue is more of a problem, since 5E fully refreshes those, but it wouldn't be unreasonable to only grant half max HP back during an interrupted rest.</p><p></p><p>I've used something similar, although I use the term sanctuary, since it can occur in many forms, not just settlements. A long rest restores all HD, but is otherwise unchanged. I added a medium rest that can be taken in dangerous areas, where you basically got back half your stuff instead of all of it. Makes long term travel and adventuring more difficult.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8388617, member: 6775477"] Something no one every thinks about, but the average long rest is more than 12 hours, rather than just 8 hours. You can travel/adventure for 8 hours without making saves to avoid exhaustion. Lets add in two 1 hour short rests, putting us to 10 hours. Hell, let's give an extra hour at the beginning and end of the day for waking up and winding down. That's 12 hours, tops. If a long rest is 8 hours, where did the rest of the time go? This means that realistically even if you have an encounter ruin a long rest, there's certainly enough time to restart it. If it happens late enough, well the 8 hours has passed, so they already got it. Even if you drop it in the middle of the night, that just delays their start by 2 hours... which will take away from extra downtime at the end of the day without causing any timeframe issues. This is where 3E had it right. You don't get back any spell slots used during the rest. This makes casting during a late night encounter problematic. The HP issue is more of a problem, since 5E fully refreshes those, but it wouldn't be unreasonable to only grant half max HP back during an interrupted rest. I've used something similar, although I use the term sanctuary, since it can occur in many forms, not just settlements. A long rest restores all HD, but is otherwise unchanged. I added a medium rest that can be taken in dangerous areas, where you basically got back half your stuff instead of all of it. Makes long term travel and adventuring more difficult. [/QUOTE]
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What interupts a long rest?
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