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What interupts a long rest?
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<blockquote data-quote="tetrasodium" data-source="post: 8389937" data-attributes="member: 93670"><p>This whole debate over what marks the line for interruption of a short rest is the meaningless d&d equivalent of "how many angels can dance on the head of a pin". The exact line is when a hypothtical GM has effectively trolled their players across the table enough to make them say "fiiiine I give up". There are reasons in the rules for that "fiiiiine" line & they have nothing to do with anyone in this thread.</p><ul> <li data-xf-list-type="ul">The <a href="https://www.enworld.org/threads/why-exploration-is-the-worst-pillar.673489/" target="_blank">exploration thread</a> is currently a 92 page slog of reasons why issues that could impact the rest such as exposure to elements, limited ability to carry food & water, limited capacity to <em>gather</em> suitable amount & types of food and water, the need for a good camp spot, & so on are all a complete nonissue intentionally by design unless the GM starts making rules changes for specific situations. As a result of all the rules & mechanics choices that cause that thread to be 92 pages there is no "hey guys, this is going to b a problem we need to bite the bullet to solve instead"</li> <li data-xf-list-type="ul">There is no chance of a fail state for taking a long rest. At worst the players can enter a state of not making meaningful progress forward or backward on the reasons they took the rest to begin with.(ie recover hp/spell slot/etc).<ul> <li data-xf-list-type="ul">If a failed long rest lasts at least 1 hour there is a short rest where short rest abilities & short rest classes recover<span style="font-size: 10px"><em>(usually fully)</em></span>. Even if the party gets in a fight & needs to spend some resources it's probably going to be less than or equal to the short rest recovery amount unless the party is somethin like a bizarre mix of nothing but wizards & artificers.</li> <li data-xf-list-type="ul">Most layers don't really need to spend hit dice to recover HP on short rests so will probably have plenty to completely heal up to full or will already be full frim an earlier short rest when he long rest comes.</li> <li data-xf-list-type="ul">Most importantly is that gains from a rest(long rest especially) are explosive. instead of getting <a href="https://dnd.arkalseif.info/feats/complete-warrior--61/faster-healing--1084/index.html" target="_blank">1-2hp or 2-4 hp(with feat) per character level</a> for a full day of rest players get <em>all</em> HP for a 6-8 hour nap It 's very easy to encounter a state where 1-2 or 2-4hp/character level amounts to less than the damage taken from a fight forcing some of the spell slots just recovered to be consumed & it was even possible to recover zero HP from the rest because "Any significant interruption during your rest prevents you from healing that night." making it easy to result in the attempt being a complete loss where players are worse than they started. When a long rest recovers all hp & all spell slots/class resources however there is never going to be a case where anything shy of a TPK or "<em>fiiiiiine</em>" triggers that sort of downward spiral making it a risk not worth considering.</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="tetrasodium, post: 8389937, member: 93670"] This whole debate over what marks the line for interruption of a short rest is the meaningless d&d equivalent of "how many angels can dance on the head of a pin". The exact line is when a hypothtical GM has effectively trolled their players across the table enough to make them say "fiiiine I give up". There are reasons in the rules for that "fiiiiine" line & they have nothing to do with anyone in this thread. [LIST] [*]The [URL='https://www.enworld.org/threads/why-exploration-is-the-worst-pillar.673489/']exploration thread[/URL] is currently a 92 page slog of reasons why issues that could impact the rest such as exposure to elements, limited ability to carry food & water, limited capacity to [I]gather[/I] suitable amount & types of food and water, the need for a good camp spot, & so on are all a complete nonissue intentionally by design unless the GM starts making rules changes for specific situations. As a result of all the rules & mechanics choices that cause that thread to be 92 pages there is no "hey guys, this is going to b a problem we need to bite the bullet to solve instead" [*]There is no chance of a fail state for taking a long rest. At worst the players can enter a state of not making meaningful progress forward or backward on the reasons they took the rest to begin with.(ie recover hp/spell slot/etc). [LIST] [*]If a failed long rest lasts at least 1 hour there is a short rest where short rest abilities & short rest classes recover[SIZE=2][I](usually fully)[/I][/SIZE]. Even if the party gets in a fight & needs to spend some resources it's probably going to be less than or equal to the short rest recovery amount unless the party is somethin like a bizarre mix of nothing but wizards & artificers. [*]Most layers don't really need to spend hit dice to recover HP on short rests so will probably have plenty to completely heal up to full or will already be full frim an earlier short rest when he long rest comes. [*]Most importantly is that gains from a rest(long rest especially) are explosive. instead of getting [URL='https://dnd.arkalseif.info/feats/complete-warrior--61/faster-healing--1084/index.html']1-2hp or 2-4 hp(with feat) per character level[/URL] for a full day of rest players get [I]all[/I] HP for a 6-8 hour nap It 's very easy to encounter a state where 1-2 or 2-4hp/character level amounts to less than the damage taken from a fight forcing some of the spell slots just recovered to be consumed & it was even possible to recover zero HP from the rest because "Any significant interruption during your rest prevents you from healing that night." making it easy to result in the attempt being a complete loss where players are worse than they started. When a long rest recovers all hp & all spell slots/class resources however there is never going to be a case where anything shy of a TPK or "[I]fiiiiiine[/I]" triggers that sort of downward spiral making it a risk not worth considering. [/LIST] [/LIST] [/QUOTE]
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What interupts a long rest?
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