Of course you are supposed to heal between encounters, but you are supposed to spend resources to do so, slowly running out of hit dice, spell slots, consumables.
Healing Spirit is not merely elminating the need for rest, it removes a central element of game play and balance. This spell is so efficient that it obsoletes hit dice and short rests - that is what is called a game changer. Also, it elevates rangers and druids above all other healing-capable classes by a large margin, sucking out the fun for clerics, bards. This is called imbalanced.
And, yes, a group struggling with hit points and resources running low is a great situation for the game: it creates tension and challenge, and finally the feeling of accomplishment (or failure...).
It might just be me, but I would not really use a lvl2 (or higher) slot every time I take a short rest to heal the party unless there is grave need for it (half of the party below 1/3 of their max HP) as it would be a total waste of a spell slot.
I can see how, from a theoricrafting point of view, this spell could be considered OP, but let's be honest, it does not unbalance the game to the point of making it unplayable. Both classes that can cast this have max 3 lvl2 slots, and Ranger does not get any higher level spell until lvl 9. That's not really that much to go wasting one slot every short rest, imho, as if you need to take a short rest, it generally means you are in need of a break, but you want to push on, and wasting a lvl2 slot (or even higher) takes away from possible utility or more combat-oriented spells that could be useful to push further.
Again, looking at this from a purely mathematical standpoint sure, it's a very good spell, but it is worth using carelessly unless in grave need, as to make it fundamentally unbalancing to the game. I personally think not, not to name the already mentioned interpretation/roleplaying factor (that most theoricrafting conclusion obviously do not take into consideration).
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@Ludi most adventures are 2-3 sessions worth and basically in game time, only about 1 hours long. before the group just runs back t whatever encampment they do and literally long rest to continu their adventure in the night instead. the passage of time in D&D is almost always out of whack because of how long rest works.
scenario... you guys wake up the morning, you go on the adventure as planned. you do the whole castle run. which includes the basement, the first floor and the two floor above. not a really big deal considering its mostly undeads and the cleric just runs thru it like it was butter. once you are over, you ask the DM, what time of day is it ? the DM answers you the whole thing took you maximum 5 hours. so it is now 8+5, 1 hour PM. the rest of the group says, ooooh, i thought the day had gone by... we need a long rest, we're spent. so the group passes another hour shopping, then long rest. now it is 10pm, time to go to sleep for another long rest ?!!
does this ever feel familliar to you ? just asking, how often do your group time their long rest in order to actually regain everything ? because my 3 groups, heck should i say 4 considering i DM 3 and play in a fourth one. none of them ever plan their rest based on time in the game. most of my players usually do not care about night or day and just run off the encounters as they come. so even if in the above scenario they are at 10pm, since they already had their sleep, they will go at 10pm to the next adventure and just run it during the night. after all... they'll be back in about 2-3 hours and have enough sleep (long rest) to go back at it the next day.
just a simple question.... how many of you actually done castle ravenloft whooping 10 floors in one fell swoop without the need for a long rest ?
my point being, those who seem to go agianst the spell to begin with seems to be those who do dungeon crawls the most. you know, kick the door, get the loot, go to the next room. by this day and age, this has almost all faded from d&d in order to let actual role play be more of a thing. my players don't have a problem setting themselves up for long rest in the middle of the day. and by the way long rest works in 5e, i really don't see why you can't ? and i really don't see your DM being jerks enough to stop you every 5 minutes with random encounters just to try and keep you awake. even if that was the case, that would also mean, strickly no short rest, in which case this problem still do not happen.
while i do agree that ressources is one thing, you still have to consider the game mechanics. and the game mechanics of rest while very simple, really do not accomplish what it should in term of game plan. they always have dithered players in 5e. once you know long rest is not necessarily sleep. far worse once you know long rest is actually 6 hours long not, 8. how often do you feel bad as the DM when your players ask you if they had their long rest after 7 hours and you have to tell them no. reguardless of how much you see this broken... its not, my cleric wouldn't lose that level 2 spell slots for that, i need them in combat. enough to say i wont lose them outside of combat. to many people a level 2 spell slot is nothing to begin with. but when you are level 5, that spell slot is better used up in combat then outside. so this whole ordeal is useless to think about at low level because losing that spell slot is very important. while at level 11+ the spell slot becomes almost useless. not to mention at level 11+ the monsters literally can almost one shot everybody in the group. well except that rogue and druid who are like still at full health because evasion and wildshape.
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scenario... you guys wake up the morning, you go on the adventure as planned. you do the whole castle run. which includes the basement, the first floor and the two floor above. not a really big deal considering its mostly undeads and the cleric just runs thru it like it was butter. once you are over, you ask the DM, what time of day is it ? the DM answers you the whole thing took you maximum 5 hours. so it is now 8+5, 1 hour PM. the rest of the group says, ooooh, i thought the day had gone by... we need a long rest, we're spent. so the group passes another hour shopping, then long rest. now it is 10pm, time to go to sleep for another long rest ?!!
does this ever feel familliar to you ?
In my games, it is often assumed that the players spent half the day adventuring and now that they want to take a break and get a long rest in, they are mostly just doing leisure activities for the evening and then taking their long rest. Only in games where time actually matters is time ever really accounted for at my table.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Maybe thats why most people actually see a problem with these. this is exactly why im saying this is not broken, because it is only broken by the number of people playing differently then other games. in my games my players askes me time of day on a regular basis, not because i want them to know which time it is, but because they are used in making decisions based on such times. mainly because of real life.
but thats the point, each games is different, so whats Broken in one game, may not be in another. this is why i stopped making a fuss about powerfull spells.
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What I want to know is if this conga-line hack has ever been done in actual game play. Or if its just something from theorycraft.
When the game first came out, people swore up and down that you could kill the Tarrasque by just flying and dropping something on it. Acid, arrows, whatever. In practice, the game never worked out that way that I heard. Its easy to say something happens when we're thinking of a theoretical room where anything can happen. Is it going to be happening in reality?
Thats' really my benchmark if something is a problem. Is it actually a problem in game?
What I want to know is if this conga-line hack has ever been done in actual game play. Or if its just something from theorycraft.
When the game first came out, people swore up and down that you could kill the Tarrasque by just flying and dropping something on it. Acid, arrows, whatever. In practice, the game never worked out that way that I heard. Its easy to say something happens when we're thinking of a theoretical room where anything can happen. Is it going to be happening in reality?
Thats' really my benchmark if something is a problem. Is it actually a problem in game?
It's not a problem in actual game, it's just a mathematical problem, therefore only a theoricrafting problem.
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a group struggling with hit points and resources running low is a great situation for the game: it creates tension and challenge
Right: that would be eliminated. I'm just saying that I've mostly observed players reacting to that rare situation with "Ok, we're leaving. I don't care if the prisoners are killed during our long rest, we're too low on resources". So eliminating that would benefit the continuity and heroic feel for me.
MattV: i totally agree, i too have seen anti-climatic stuff hapenning because of players low on ressources and just not be willing to risk their lives to save just 1 person.
in fact for me, i have yet to see players actually want voluntarily to deal with a bbeg while they are low on ressources. most often then not they want rest just before the final fight. at that often reguardless of what could happen while they are resting.
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@Ludi most adventures are 2-3 sessions worth and basically in game time, only about 1 hours long. before the group just runs back t whatever encampment they do and literally long rest to continu their adventure in the night instead. the passage of time in D&D is almost always out of whack because of how long rest works.
scenario... you guys wake up the morning, you go on the adventure as planned. you do the whole castle run. which includes the basement, the first floor and the two floor above. not a really big deal considering its mostly undeads and the cleric just runs thru it like it was butter. once you are over, you ask the DM, what time of day is it ? the DM answers you the whole thing took you maximum 5 hours. so it is now 8+5, 1 hour PM. the rest of the group says, ooooh, i thought the day had gone by... we need a long rest, we're spent. so the group passes another hour shopping, then long rest. now it is 10pm, time to go to sleep for another long rest ?!!
So, say you end rest at 8 AM as you proposed, adventure for 5 hours, making it 1 PM and your characters are spent from the adventure. Technically they aren't allowed to rest again right away at that 1 PM.
By RAW it makes no sense, so basically you in real life, you can't sleep in the middle of the day just because you want to ? i understand the point of making it that way, but it makes no sense when it comes to making it feel like a real life for those characters.
again, i understand why they would say that to begin with. mechanically its to stop a character from abusing it, which is cool, but realistically it makes no sense... your character can goof around reading a book under a tree for a whole day and never get that long rest, sorry but that guy can't be more relaxed then that.
though i should try that at some point. but i'll have to make it go thru our group first. anyway, usually i don't give more then 1 adventure per day, but i love giving them choices so they usually have to choose between 2-3 things to do.
so i'll say it again, if you play by RAW, then its all fine, its your game... but i don't. which comes back to the same stuff i was saying, each game is different, sow hats abusive to one, isn't for another. but then again if you go by that long rest rule, then i wonder why it would be a problem, he still loses a spell slot to make people full, at that point i'd first use the hit dice to get back to full first. just to save that precious spell slot for emergencies.
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No worries, I just assume the rules and mechanics forum is about the RAW, or at least RAI, not necessarily home-brewed variations on it. Extending on this, stating the rule/spell isn't broken because of other rules variations you use in your home game isn't really addressing the initial rule concern at all.
As far as why the rule exists the way it does, I think it is reasonable to think that you cannot rest for your 8 hours, adventure for 5, rest for 8, adventure for 5 in a continuous cycle. It's forcing time to unfold (allowing for other events to occur). If you head out at 8 AM, end your adventure at 1 PM and decide to rest again, ok that's fine, but the rule is prohibiting you from going back out at 9 PM, to return at 2 AM and rest again, ending back at 10 AM, essentially allowing you 2 adventures/long rest cycles in 1 day (+2 hours) of time. I don't think that's "realistic" for you to continue that cycle (rest for 8 hours, adventure for 5, rest for 8, adventure for 5, etc.)
By RAW it makes no sense, so basically you in real life, you can't sleep in the middle of the day just because you want to ? i understand the point of making it that way, but it makes no sense when it comes to making it feel like a real life for those characters.
again, i understand why they would say that to begin with. mechanically its to stop a character from abusing it, which is cool, but realistically it makes no sense... your character can goof around reading a book under a tree for a whole day and never get that long rest, sorry but that guy can't be more relaxed then that.
A long rest is 6-8 hours of sleep, maybe I have too much insomnia but I'm not getting another 6-8 hours of sleep at 1pm after getting that the night before.
Maybe an hour of catnap (short rest), but not a long rest.
Now as someone with bad insomnia, I will have to argue with you DnDPaladin. Relaxing under a tree with a good book is a very relaxing day, that said it is NOT sleep. I know I'm quibbling over the definition of short and long rest here, but to me a long rest is real honest to god sleep. A short rest is a nap or reading a book.
That said, I think what your character does all day when not Murder-Hoboing his way through the local flora and fauna can say a lot of about him or her.
FullMetalBunny, the long rest do not require it to be sleep. Otherwise the Elves are OP too with trance. reality being, i do not see someone not benefiting from a long rest if he just reads a book for 8 hours. Mechanically speaking the way you describe a long rest, it just means nobody can actually relax if they do not sleep at least 6 hours a day. that would literally means that a long rest is impossible by just sitting ina couch. imagine yourself in a couch relaxing for 16 hours straight. watching say TV. would that actually put a strain on your body ? being a guy useed to be paid doing nothing for 12 hours straight, i can tell you... its way too relaxing. it is very far from a strain on your body. on your mental probably, but very far from body straining. i don't really thinks its logical at all to say sleep is required for a long rest. Unless you consider that after working 12 hours a day you need more then 8 hours to actually recuperate.
that said, i'd argue with you, that i do not have problem sleeping in the middle of the day after sleeping a night before. it all depends on how hard you worked those 5 hours. and as someone who larped a few times during weeks ends, i can tlel you... without any clocks of anykinds, times passes very very very differently. the problem you guys have is that you put time constraints like those we have today in a time where there was none. people did sleep during days while others did work during nights, and there was no real clock to tell you which time of day it was. in fact most people only used dawn and sunset to know when to start something and when to stop something.
remember, in medieval fantasy, there is no clocks... unless you created your world to have some, in mine there is none.
also, remember, that the rules are mechanicals, their goal is not to be realistick and thus the said mechanics you look at, are not really immersive. unless you really consider that you human beings can actually heal a broken leg in about 8 hours of sleep.
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remember, in medieval fantasy, there is no clocks... unless you created your world to have some, in mine there is none.
umm.... with all due respect, there's been a ton of different kinds of clocks in the history of humanity, any number of which translate over into medieval fantasy. Especially in Forgotten Realms, there's giant clocks as central features in several cities of the Sword Coast. Even the underground Drow city run a "clock" through a magically enchanted pillar that the wizards of that city operate. All else fails, there's always sundials as well.
If anything, no clocks are the deviation here, not the presence of them.
unless you really consider that you human beings can actually heal a broken leg in about 8 hours of sleep.
If you've suffered an injury of that sort, it's not going to heal overnight. See DMG Chapter 9, Combat Options, Injuries. Whether you suffer one is up to the DM. The core rules don't include them because:
Suffering a severe penalty like losing a hand by pure chance isn't fun for most players
Adding lighter injuries like broken bones just slows down the game since practically every party has access to magical healing.
umm.... with all due respect, there's been a ton of different kinds of clocks in the history of humanity, any number of which translate over into medieval fantasy. Especially in Forgotten Realms, there's giant clocks as central features in several cities of the Sword Coast. Even the underground Drow city run a "clock" through a magically enchanted pillar that the wizards of that city operate. All else fails, there's always sundials as well.
If anything, no clocks are the deviation here, not the presence of them.
Adding to this: there's also water clocks and hourglasses.
Inquisitive, i can also show you the tweet that jeremy wrote that says elves do not accomplish long rest in 4 hours, they merely sleep for 4 hours, they still need 8 hours of rest to accomplish long rest. but hey, we could go back and forth to the number of times jeremy crawford said soemthing and then just said the inverse later on.
as for clocks...
sure there are tons of stuff that could count times... but had you truly lived in medieval times or even tryed to live outside of your own world, you would of realised how after the 1700 things changed a lot when it came to how people worked and how people did things. by todays standard and as been since the 1700, we live by the watch as they say. before those times, people would do what they want at the time they wanted. but hey, if you wanna play in a fantasy world full of clocks and things to exactly tell people when to adventure and when to go to sleep. fine by me, its your game, do it if you want to... but for me, adventuring is the art of doing things others don't... living by the working days and time is like totally contrary to that mentallity.
be that way and throw rulings our way all you want, in the end its written int he very first page of the DMG... these are not rules, they are guidelines... and since each games of every people is different, then those who say certain spells are abusive and really broken... they are only seeing the mechanics not the game itself. and up to this point, you have not prooven anything to any of these people outside of "they dont play right because they dont follow the rules" which most people hates rules lawyers, and i understand the point of wanting to follow rules strickly because i did that in 3.5. now i just play for fun and games and its so much better that way.
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Inquisitive, i can also show you the tweet that jeremy wrote that says elves do not accomplish long rest in 4 hours, they merely sleep for 4 hours, they still need 8 hours of rest to accomplish long rest. but hey, we could go back and forth to the number of times jeremy crawford said soemthing and then just said the inverse later on.
I already know about them. They're not relevant any more; the rules have changed.
Even with the old rules, you still needed to sleep at some point. Every creature does, unless it has a feature (like Undead Nature or Constructed Nature) that says otherwise. There isn't any advantage to splitting up your sleep and long rest; you're just wasting time by not overlapping them.
Maybe thats why most people actually see a problem with these. this is exactly why im saying this is not broken, because it is only broken by the number of people playing differently then other games. in my games my players askes me time of day on a regular basis, not because i want them to know which time it is, but because they are used in making decisions based on such times. mainly because of real life.
but thats the point, each games is different, so whats Broken in one game, may not be in another. this is why i stopped making a fuss about powerfull spells.
You're arguing it's not broken because you set arbitrary house rules in your game that make it so healing and damage is irrelevant?
Makes perfect sense, and I can totally see why you wouldn't make a fuss. It's Like Mongoose and his "rules" for determining if a spell/ability is broken - a level 1 spell that does 50d6 to every enemy in 10 miles wouldn't meet any of his standards of brokenness. It'd be perfectly fine.
I'm sorry you can't entertain the idea that maybe, just maybe, the literally hundreds upon hundreds of people commenting on Healing Spirit across dozens of threads across a half-dozen or more communities may have a legitimate argument, and maybe your argument of "I play D&D completely different than RAW so it doesn't bother me" isn't as legitimate of an argument as you think.
If you don't play RAW, and the way your group house-rules D&D makes it so that damage and healing are so irrelevant that if a new ability comes out that does 300% more than the previously available best option, you don't even notice it - why even bother participating in the "Rules & Game Mechanics" section of D&D Beyond?
I mean, you have more comments in this thread than any other two people combined, and yet you admittedly play in a game where rules, damage, and healing is completely immaterial. Why?
I play rai not raw which is much more in depth then raw. If your game is to be played word by word then its your game. But when it comes to rai. The spell wasnt designed to be used on a line. If you go by rai the game works well if not better. You play by raw... Then let me tell you...
By raw... Suggestion by adding a time limit for the suggestion is strickly broken. So i now wonder why you say healing spirit is broken when all it does is heal people full. While a second level suggestion on a bbeg saying"walk around town for 8 hours" strickly is broken unless your dm bullshit it to be rai instead of raw. But by raw... That suggestion works and will stop your bbeg for 8 hours straight.
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Both classes that can cast this have max 3 lvl2 slots, and Ranger does not get any higher level spell until lvl 9. That's not really that much to go wasting one slot every short rest, imho, as if you need to take a short rest, it generally means you are in need of a break, but you want to push on, and wasting a lvl2 slot (or even higher) takes away from possible utility or more combat-oriented spells that could be useful to push further.
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@Ludi
most adventures are 2-3 sessions worth and basically in game time, only about 1 hours long. before the group just runs back t whatever encampment they do and literally long rest to continu their adventure in the night instead. the passage of time in D&D is almost always out of whack because of how long rest works.
scenario...
you guys wake up the morning, you go on the adventure as planned. you do the whole castle run. which includes the basement, the first floor and the two floor above. not a really big deal considering its mostly undeads and the cleric just runs thru it like it was butter. once you are over, you ask the DM, what time of day is it ? the DM answers you the whole thing took you maximum 5 hours. so it is now 8+5, 1 hour PM. the rest of the group says, ooooh, i thought the day had gone by... we need a long rest, we're spent. so the group passes another hour shopping, then long rest. now it is 10pm, time to go to sleep for another long rest ?!!
does this ever feel familliar to you ?
just asking, how often do your group time their long rest in order to actually regain everything ?
because my 3 groups, heck should i say 4 considering i DM 3 and play in a fourth one. none of them ever plan their rest based on time in the game.
most of my players usually do not care about night or day and just run off the encounters as they come. so even if in the above scenario they are at 10pm, since they already had their sleep, they will go at 10pm to the next adventure and just run it during the night. after all... they'll be back in about 2-3 hours and have enough sleep (long rest) to go back at it the next day.
just a simple question....
how many of you actually done castle ravenloft whooping 10 floors in one fell swoop without the need for a long rest ?
my point being, those who seem to go agianst the spell to begin with seems to be those who do dungeon crawls the most.
you know, kick the door, get the loot, go to the next room. by this day and age, this has almost all faded from d&d in order to let actual role play be more of a thing.
my players don't have a problem setting themselves up for long rest in the middle of the day. and by the way long rest works in 5e, i really don't see why you can't ? and i really don't see your DM being jerks enough to stop you every 5 minutes with random encounters just to try and keep you awake. even if that was the case, that would also mean, strickly no short rest, in which case this problem still do not happen.
while i do agree that ressources is one thing, you still have to consider the game mechanics. and the game mechanics of rest while very simple, really do not accomplish what it should in term of game plan. they always have dithered players in 5e. once you know long rest is not necessarily sleep. far worse once you know long rest is actually 6 hours long not, 8. how often do you feel bad as the DM when your players ask you if they had their long rest after 7 hours and you have to tell them no. reguardless of how much you see this broken... its not, my cleric wouldn't lose that level 2 spell slots for that, i need them in combat. enough to say i wont lose them outside of combat. to many people a level 2 spell slot is nothing to begin with. but when you are level 5, that spell slot is better used up in combat then outside. so this whole ordeal is useless to think about at low level because losing that spell slot is very important. while at level 11+ the spell slot becomes almost useless. not to mention at level 11+ the monsters literally can almost one shot everybody in the group. well except that rogue and druid who are like still at full health because evasion and wildshape.
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Maybe thats why most people actually see a problem with these.
this is exactly why im saying this is not broken, because it is only broken by the number of people playing differently then other games.
in my games my players askes me time of day on a regular basis, not because i want them to know which time it is, but because they are used in making decisions based on such times. mainly because of real life.
but thats the point, each games is different, so whats Broken in one game, may not be in another.
this is why i stopped making a fuss about powerfull spells.
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What I want to know is if this conga-line hack has ever been done in actual game play. Or if its just something from theorycraft.
When the game first came out, people swore up and down that you could kill the Tarrasque by just flying and dropping something on it. Acid, arrows, whatever. In practice, the game never worked out that way that I heard. Its easy to say something happens when we're thinking of a theoretical room where anything can happen. Is it going to be happening in reality?
Thats' really my benchmark if something is a problem. Is it actually a problem in game?
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
MattV: i totally agree, i too have seen anti-climatic stuff hapenning because of players low on ressources and just not be willing to risk their lives to save just 1 person.
in fact for me, i have yet to see players actually want voluntarily to deal with a bbeg while they are low on ressources.
most often then not they want rest just before the final fight. at that often reguardless of what could happen while they are resting.
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How do you get a one-armed goblin out of a tree?
Wave!
By RAW it makes no sense, so basically you in real life, you can't sleep in the middle of the day just because you want to ?
i understand the point of making it that way, but it makes no sense when it comes to making it feel like a real life for those characters.
again, i understand why they would say that to begin with. mechanically its to stop a character from abusing it, which is cool, but realistically it makes no sense...
your character can goof around reading a book under a tree for a whole day and never get that long rest, sorry but that guy can't be more relaxed then that.
though i should try that at some point. but i'll have to make it go thru our group first.
anyway, usually i don't give more then 1 adventure per day, but i love giving them choices so they usually have to choose between 2-3 things to do.
so i'll say it again, if you play by RAW, then its all fine, its your game... but i don't. which comes back to the same stuff i was saying, each game is different, sow hats abusive to one, isn't for another. but then again if you go by that long rest rule, then i wonder why it would be a problem, he still loses a spell slot to make people full, at that point i'd first use the hit dice to get back to full first. just to save that precious spell slot for emergencies.
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No worries, I just assume the rules and mechanics forum is about the RAW, or at least RAI, not necessarily home-brewed variations on it. Extending on this, stating the rule/spell isn't broken because of other rules variations you use in your home game isn't really addressing the initial rule concern at all.
As far as why the rule exists the way it does, I think it is reasonable to think that you cannot rest for your 8 hours, adventure for 5, rest for 8, adventure for 5 in a continuous cycle. It's forcing time to unfold (allowing for other events to occur). If you head out at 8 AM, end your adventure at 1 PM and decide to rest again, ok that's fine, but the rule is prohibiting you from going back out at 9 PM, to return at 2 AM and rest again, ending back at 10 AM, essentially allowing you 2 adventures/long rest cycles in 1 day (+2 hours) of time. I don't think that's "realistic" for you to continue that cycle (rest for 8 hours, adventure for 5, rest for 8, adventure for 5, etc.)
How do you get a one-armed goblin out of a tree?
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FullMetalBunny, the long rest do not require it to be sleep. Otherwise the Elves are OP too with trance. reality being, i do not see someone not benefiting from a long rest if he just reads a book for 8 hours. Mechanically speaking the way you describe a long rest, it just means nobody can actually relax if they do not sleep at least 6 hours a day. that would literally means that a long rest is impossible by just sitting ina couch. imagine yourself in a couch relaxing for 16 hours straight. watching say TV. would that actually put a strain on your body ? being a guy useed to be paid doing nothing for 12 hours straight, i can tell you... its way too relaxing. it is very far from a strain on your body. on your mental probably, but very far from body straining. i don't really thinks its logical at all to say sleep is required for a long rest. Unless you consider that after working 12 hours a day you need more then 8 hours to actually recuperate.
that said, i'd argue with you, that i do not have problem sleeping in the middle of the day after sleeping a night before. it all depends on how hard you worked those 5 hours. and as someone who larped a few times during weeks ends, i can tlel you... without any clocks of anykinds, times passes very very very differently. the problem you guys have is that you put time constraints like those we have today in a time where there was none. people did sleep during days while others did work during nights, and there was no real clock to tell you which time of day it was. in fact most people only used dawn and sunset to know when to start something and when to stop something.
remember, in medieval fantasy, there is no clocks... unless you created your world to have some, in mine there is none.
also, remember, that the rules are mechanicals, their goal is not to be realistick and thus the said mechanics you look at, are not really immersive.
unless you really consider that you human beings can actually heal a broken leg in about 8 hours of sleep.
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You can sleep all you want. That's not the issue. You're not going to get the benefits more than once per 24 hours.
A long rest requires 6 hours of sleep, and elves complete a long rest in 4 hours.
If you've suffered an injury of that sort, it's not going to heal overnight. See DMG Chapter 9, Combat Options, Injuries. Whether you suffer one is up to the DM. The core rules don't include them because:
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Inquisitive, i can also show you the tweet that jeremy wrote that says elves do not accomplish long rest in 4 hours, they merely sleep for 4 hours, they still need 8 hours of rest to accomplish long rest. but hey, we could go back and forth to the number of times jeremy crawford said soemthing and then just said the inverse later on.
as for clocks...
sure there are tons of stuff that could count times... but had you truly lived in medieval times or even tryed to live outside of your own world, you would of realised how after the 1700 things changed a lot when it came to how people worked and how people did things. by todays standard and as been since the 1700, we live by the watch as they say. before those times, people would do what they want at the time they wanted. but hey, if you wanna play in a fantasy world full of clocks and things to exactly tell people when to adventure and when to go to sleep. fine by me, its your game, do it if you want to... but for me, adventuring is the art of doing things others don't... living by the working days and time is like totally contrary to that mentallity.
be that way and throw rulings our way all you want, in the end its written int he very first page of the DMG... these are not rules, they are guidelines...
and since each games of every people is different, then those who say certain spells are abusive and really broken... they are only seeing the mechanics not the game itself.
and up to this point, you have not prooven anything to any of these people outside of "they dont play right because they dont follow the rules" which most people hates rules lawyers, and i understand the point of wanting to follow rules strickly because i did that in 3.5. now i just play for fun and games and its so much better that way.
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And I guess that raises a secondary question.
If you don't play RAW, and the way your group house-rules D&D makes it so that damage and healing are so irrelevant that if a new ability comes out that does 300% more than the previously available best option, you don't even notice it - why even bother participating in the "Rules & Game Mechanics" section of D&D Beyond?
I mean, you have more comments in this thread than any other two people combined, and yet you admittedly play in a game where rules, damage, and healing is completely immaterial. Why?
I play rai not raw which is much more in depth then raw. If your game is to be played word by word then its your game. But when it comes to rai. The spell wasnt designed to be used on a line. If you go by rai the game works well if not better. You play by raw... Then let me tell you...
By raw... Suggestion by adding a time limit for the suggestion is strickly broken. So i now wonder why you say healing spirit is broken when all it does is heal people full. While a second level suggestion on a bbeg saying"walk around town for 8 hours" strickly is broken unless your dm bullshit it to be rai instead of raw. But by raw... That suggestion works and will stop your bbeg for 8 hours straight.
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Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
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