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What interupts a long rest?
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<blockquote data-quote="Charlaquin" data-source="post: 8389863" data-attributes="member: 6779196"><p>I think one of the differences affecting our interpretations here is how much adventuring we imagine a party can actually get done in an hour. So, let’s say you try to exploit this in my games. You sleep for 6 hours, do some light activity for 59 minutes, and then set out into the dungeon so you can get a full HP and spell slot refresh mid-dungeon by resting for only 1 minute, as long as you do it some time within the first hour of the adventure. You sneaky munchkins, you! But, how much can you actually do in that free hour of adventuring this exploit has bought you?</p><p></p><p>Well, hypothetically you could fight for up to 599 rounds, but the chances that so many rounds of combat are even available to be had is negligible. Let’s look at a more realistic use case. I generally measure time while adventiring in a dungeon-like environment in 10-minute chunks, so in 59 minutes gives you enough time to get through 5 such “adventuring turns,” with 9 minutes of wiggle-room left for stuff like arguing about which door to open first or whatever. At that time scale, I roll for random encounters at least once per hour, with additional rolls triggered by noisy or otherwise reckless actions that might attract the attention of passing monsters.</p><p></p><p>So, you go into the dungeon, check the first room for traps or secret doors, that’s one turn down. You find a locked door, set the rogue to try to pick it, that’s your second turn. If they fail you might spend a third turn, but by then you’d have wasted more than half of your “free” adventuring time, so maybe better to have the fighter break it down. That’ll trigger a random encounter roll, but no problem since you have a rest in your back pocket anyway. So you do that. At this point a random encounter is actually pretty unlikely (I have the chances ramp up the further into the hour you get), but let’s say you get unlucky and do roll one. You fight for maybe 3-5 rounds. Probably closer to 3 since it’s not like you have to conserve spell slots right now thanks to your exploit.</p><p></p><p>You clean up the wandering monsters and resume your adventure with 3 ten-minute turns to go. You find a room with a weird statue and want to see if it’s magic. You could spend 10 minutes casting Detect Magic as a ritual, but might as well use the spell slot since you’ll be getting them all back soon anyway. So you cast it, looks like the statue is magical. You might want to investigate further, so you spend 10 minutes thoroughly examining it.</p><p></p><p>20 minutes to go before you have to use your refresh and you’ve only lost a handful of hit points and one or two spell slots. Time to be a bit more reckless! You kick down the door into the next room, no need to bother checking for traps - what are they gonna do, damage you? Ha! Maybe this room has a treasure chest. You pick the lock. Only one turn left. Better cast all your buff spells now.</p><p></p><p>You rush into the next room. It has an Owlbear in it, which you easily defeat thanks to your clever tactics. Congratulations! At this point you’re about out of time. You finish your long rest and get all your HP (all like 7 of it you lost) and spell slots (maybe 3 or 4 levels total) back. And you’re still barely past the entrance of the dungeon.</p><p></p><p>…Woopdeedoo?</p><p></p><p>I just don’t see this exploit as serious enough to want to bother trying to combat. Besides that, I’ve never encountered a player who actually wanted to exploit the rules like this. Generally, players have a sense that such a thing would be kinda cheesy (even though, as I said, I don’t think they’d even gain that huge a benefit out of it) and will abstain from doing it, even if it’s technically allowed by the RAW.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8389863, member: 6779196"] I think one of the differences affecting our interpretations here is how much adventuring we imagine a party can actually get done in an hour. So, let’s say you try to exploit this in my games. You sleep for 6 hours, do some light activity for 59 minutes, and then set out into the dungeon so you can get a full HP and spell slot refresh mid-dungeon by resting for only 1 minute, as long as you do it some time within the first hour of the adventure. You sneaky munchkins, you! But, how much can you actually do in that free hour of adventuring this exploit has bought you? Well, hypothetically you could fight for up to 599 rounds, but the chances that so many rounds of combat are even available to be had is negligible. Let’s look at a more realistic use case. I generally measure time while adventiring in a dungeon-like environment in 10-minute chunks, so in 59 minutes gives you enough time to get through 5 such “adventuring turns,” with 9 minutes of wiggle-room left for stuff like arguing about which door to open first or whatever. At that time scale, I roll for random encounters at least once per hour, with additional rolls triggered by noisy or otherwise reckless actions that might attract the attention of passing monsters. So, you go into the dungeon, check the first room for traps or secret doors, that’s one turn down. You find a locked door, set the rogue to try to pick it, that’s your second turn. If they fail you might spend a third turn, but by then you’d have wasted more than half of your “free” adventuring time, so maybe better to have the fighter break it down. That’ll trigger a random encounter roll, but no problem since you have a rest in your back pocket anyway. So you do that. At this point a random encounter is actually pretty unlikely (I have the chances ramp up the further into the hour you get), but let’s say you get unlucky and do roll one. You fight for maybe 3-5 rounds. Probably closer to 3 since it’s not like you have to conserve spell slots right now thanks to your exploit. You clean up the wandering monsters and resume your adventure with 3 ten-minute turns to go. You find a room with a weird statue and want to see if it’s magic. You could spend 10 minutes casting Detect Magic as a ritual, but might as well use the spell slot since you’ll be getting them all back soon anyway. So you cast it, looks like the statue is magical. You might want to investigate further, so you spend 10 minutes thoroughly examining it. 20 minutes to go before you have to use your refresh and you’ve only lost a handful of hit points and one or two spell slots. Time to be a bit more reckless! You kick down the door into the next room, no need to bother checking for traps - what are they gonna do, damage you? Ha! Maybe this room has a treasure chest. You pick the lock. Only one turn left. Better cast all your buff spells now. You rush into the next room. It has an Owlbear in it, which you easily defeat thanks to your clever tactics. Congratulations! At this point you’re about out of time. You finish your long rest and get all your HP (all like 7 of it you lost) and spell slots (maybe 3 or 4 levels total) back. And you’re still barely past the entrance of the dungeon. …Woopdeedoo? I just don’t see this exploit as serious enough to want to bother trying to combat. Besides that, I’ve never encountered a player who actually wanted to exploit the rules like this. Generally, players have a sense that such a thing would be kinda cheesy (even though, as I said, I don’t think they’d even gain that huge a benefit out of it) and will abstain from doing it, even if it’s technically allowed by the RAW. [/QUOTE]
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