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I play a warlock in a campaign who has Aspect of the Moon and who is soon to take Visions of Distant Realms.

Aspect of the Moon. You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Visions of Distant Realms. You can cast arcane eye at will, without expending a spell slot.

Also relevant:

Long Rest. A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.

There are many relevant questions about how these two features work individually. However, the rules interpretation isn't part of this question; assume we're interpreting the rules as follows:

  • The PC can concentrate during the long rest without interrupting it.
  • The PC can spend up to 60 minutes casting spells before interrupting the long rest (but Arcane Eye is a 1 action spell with a duration of 1 hour, so this is not really a limitation).
    In other words, we assume that the wording about "8 hours doing light activity" in Aspect of the Moon preempts the long rest rule about how you spend your 8 hours but doesn't preempt the next sentence of the long rest rule allowing limited interruptions.
  • TL;DR—nothing in this interpretation of the rules prevents the warlock from spending the entire night every night using arcane eye.

Given that the warlock can spend all night every night using arcane eye, how can the DM make the ability both fun and painless for everyone?

The DM and I both heartily agree that we do not want every (or any) long rest to become the arcane eye show where everyone sits around and waits while I drag a token across the map. Realistically, we don't even want to spend more than a few minutes per long rest on whatever scrying occurs (unless there is some compelling narrative reason to).

I recall reading somewhere (perhaps a duplicate question I was unable to find? or perhaps another forum) that a DM handled a similar situation by just giving the player a map of the dungeon rather than play it out. This seems pretty smart to me and is exactly the kind of suggestion I'm looking for for. I'm looking for good subjective answers to the question of how the DM can balance fun and time/spotlight for everyone when the warlock uses this combination of abilities.

Some relevant upper bounds on what arcane eye can do:

  • The arcane eye can move 30 feet when the warlock spends their action. This works out to a little over 3.4 miles per hour (the duration of the spell). This puts an absolute limit on how far away the warlock can ever see using arcane eye, assuming they had a known path to a target and spent all their actions for an hour moving the eye there. During daylight, sending 8 eyes in 8 directions for almost 3.5 miles each gives you sight over a lot of space (assuming you're looking for something big and easy to spot like an army or a giant).
  • The arcane eye has normal vision and 30 feet of darkvision. This puts an upper limit on the area the eye can sweep out (see) in an hour with its darkvision. If the eye moves in a straight line for the full 3.4 miles, it will have swept out a little under 25 acres (about 10 ha or 13 soccer fields) of space.
  • A warlock in a dark field who wanted to scry as much of the area near them as possible could theoretically take the following strategy: divide the field into octants then spend 1 hour of the long rest sweeping out each of the octants starting from near to far. Using this strategy they could sweep out all of the space within almost 1660 feet over the course of 8 hours with their darkvision. (Corrected: this previously said 600 feet, but that would have been from just 1 hour not 8.)
  • The scaling here is unintuitive, but, for example, you could alternatively spend the first 53 minutes of each hour moving the eye to a location 3 miles away then the last 7 minutes sweeping out the area around that remote point. You'd be able to sweep out the whole area within about 575 feet of that point.

What do I consider fun (for the warlock) in this situation?

Since I'm playing the warlock it's relevant what I would consider fun or not fun. My main concern here is that, since this is a major feature of the character that is tied into their whole concept, I don't want this feature to feel like it's been substantially downgraded or made trivial. The character chose this set of abilities in lieu of other choices that would have been much more mechanically powerful/effective in most game scenarios, so treating this as a sideshow would be disappointing (in-world, this is the character's main thing, even if in terms of game mechanics, the most substantive thing they do is throw around eldritch blasts).

That said, I don't need (or want) the events to take up much game time. I would be fine with reducing the ability to a set of checks or questions so long as the result doesn't feel like a way of squashing the ability's outcomes into a much simpler box. Substituting a free casting of clairvoyance for every hour scrying, for example, would be disappointing as it eliminates my ability to react in the moment while scrying and substantially downgrades the ability. Substituting a skill check whose failure results in no information would be disappointing as well since that's not how the ability works.

Of course, there might be consequences to scrying—by level 15, lots of creatures have truesight and will see the eye, and I expect that sometimes that will matter and have to be played out. That's all great by me.

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  • \$\begingroup\$ what your party (players) is doing while they are having long rest and after the long rest? what balances of spotlight you are worried for? Because usually my party don't have anything special after a long rest ("let's take a long rest. Ok. Resetting HP, spell slots, spell preparation, etc. Let's start. Where were we again?") \$\endgroup\$ Commented Sep 25 at 7:02
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    \$\begingroup\$ also, this question body mention "giving the player the dungeon map": rpg.stackexchange.com/questions/201758/… \$\endgroup\$ Commented Sep 25 at 8:05
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    \$\begingroup\$ How often do you let your party have a long rest in a place dangerous enough for the arcane eye to spot stuff? If there is interesting stuff within 600ft they probably shouldn't be getting a safe long rest. \$\endgroup\$ Commented Sep 25 at 11:24
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    \$\begingroup\$ I'd present a frame challenge to your opinion that "spending the entire night every night" "mentally [receiving] visual information" from the arcane eye and, presumably, paying attention to what the eye is seeing, shouldn't fall [RAI] under the banner of "strenuous activity". \$\endgroup\$ Commented Sep 25 at 19:58
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    \$\begingroup\$ @MattMills Well, it's not my "opinion," it's the rule of the table. There's lots of meta guidance on frame challenges; I'd suggest this answer. To quote it, "'I prefer different things' is not really a good reason" for a frame challenge. Plus, even ignoring long rest this is a problem on short rests. Also, just on principle, it would be pretty awful for a GM to make up a rule this late in the game that nullified the ability combo my character was built around. (I'm not springing this combo on him as a surprise.) \$\endgroup\$ Commented Sep 25 at 20:48

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It's not panacea, but do recon offline

I'll be quoting at length from my answer here, because it addresses your core problem of stealing the spotlight with your Arcane Eye for hours on end, with a experience based solution that worked for us. Note that in our case, I was the party wizard, and had to spend slots on Arcane Eye, unlike your warlock that can spam it at will, but even at that level of availablity, it presented an issue, so for you, this will be even more effective.

I've taken to do sessions outside of the main session with the DM, to scout the map with arcane eye (or clairvoiance, or scrying, or an invisible long-range telepathic contact gazer familiar), note my observations, and then relay this to the party in game as needed.

This has two advantages:

It does not hog the limelight during shared play time It plays more like it would in the game world: the others do not see what I see, and only experience it through my narrative, which both plays more like the wizard with access to forbidden knowledge, and suffers from me sometimes forgetting stuff I saw.

As a group we preferably stick to areas we have already screened like that, which avoids a lot of the other gotcha-situations. It's not foolproof, as well-hidden, false-appreance, invisible or ethereal traps and enemies still can get you, but it improves the odds quite a bit.

For example, if we are on a dungeon level we have screened, and discover a secret door leading to stairs down, we continue to explore the current, screened level. When we rest I'll let the DM know I'm casting divination spells to check the next level, but we do not play it out at that time, we continue play on the current level. Then I play them out with the DM between sessions, and when we play next time, we know what could be waiting for us, and might go down.

I tend to enjoy these mapping sessions, but even if you don’t, at least they are not boring for all of you, just for the caster who runs them.

This method works just as well, if not even better, if you can spam several hours worth of Arcane Eye each rest, one after the other.

In practice, the main challenge of this method was that you and the DM have to invest additional time to do the scanning. In our case, some of the other players who actually enjoyed it, would join in occasionally to such sessions, just to listen in.

One additional issue here is that knowing the area might lessen the fun of exploring the dungeon if you do such recon excessively, even if there are still things you cannot catch. One good counter to it is a dynamic dungeon or world -- by the time you get there, the guards have moved to somewhere else. Even better and more limiting in practical terms are simple, mundane, closed doors: the eye cannot open them, so if your dungeon of interest level is behind a closed door, it does not matter that you can cast the spell ad nauseam, you still cannot get through that door. And the last one is to just do less of this, even when you could more, if you find it is no fun. That one is up to you to control.

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    \$\begingroup\$ Thanks, this is something we've talked about and are considering, and your answer is helpful perspective. One issue is that we do not typically rest between sessions. I would say that upward of 75% of our long rests happen in the middle of a session. Did you have a strategy for this? \$\endgroup\$ Commented Sep 25 at 16:00
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    \$\begingroup\$ @nben Yes, we would just say we'll do the AE, then continue playing on for after the rest, and then do the scanning session later on. It is in the second to last paragraph. This of course does not work if you go explore the area you are going to scan, but we found there are plenty of opportunities, where you can go somewhere else instead first. \$\endgroup\$ Commented Sep 25 at 16:04
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Don’t sweat the small stuff

The DM and the player should agree on a small number is “search patterns”. You’ve done a good job at working out a couple of them, but do note that the eye can’t pass through anything solid that doesn’t have at least a 1 inch hole in it; that rules out going through closed doors.

The player just tells the DM which pattern they are using and the DM tells the player the interesting stuff they find. For example:

DM: “Here you see 8 goblins squabbling around a campfire. Do you stay and watch or keep going?”

Player: “Keep going.”

DM: “There’s nothing else in that direction, but 4 hours latter over here, you see a cave entrance with steam rising from it. Go in or keep going?”

Etc.

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  • \$\begingroup\$ Our DM adopted this stance with time, too. In my initial scrying forays, they were in full stickler mode, and made me move the eye round by round, revealing exposed map parts on Roll20 square by square, which took forever. With time, we ended up them just unhiding whole swathes of map, and then summing up the contents of the various rooms or caves at a high level, and checking if there was anything I wanted to focus on more. This was much more time efficient, and had little to no impact on game balance. \$\endgroup\$ Commented Sep 26 at 14:06
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To add on to Nobody the Hobgoblin's excellent answer, a private session is a great idea. Scheduling a session is already difficult, so perhaps whenever possible, instead of a whole other session, you and the DM could just show up 30 min before the others to have some privacy?

In addition, it may be worthwhile to talk to your DM and see if the pacing of the sessions could be slightly adjusted, to try to have sessions end at a short or long rest. Obviously this won't be possible all the time, but it's better than 75%.

Then you and the DM could do your private 30 minutes without having to make the party wait, and also not have to jump back and forth to 'do the AE, then continue playing on for after the rest, and then do the scanning session later on.'

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