When you turn a spell into a ritual, that indicates that your intent is "I want the problem this spell solves (when cast ritually) to cease to exist". The problem the classic spell solved was bad weather, and, well, by level 5 deciding "I'm done with weather-related storylines" is not ridiculous. The problem the 5e spell solves is "wandering monsters that don't have dispel magic and can't pass through stone" (all the solutions people talk about for monsters with neither capability will get the monsters slaughtered by PCs doing pop-out attacks from the dome), which does... not seem like an appropriate problem to solve with a ritual. -
A non-ritual spell is saying "If you're willing to pay the price, you can make this problem go away". A lot of spells are like that; they're situationally useful but very strong when they actually become relevant. I'm not convinced that solving "wandering monsters that don't have dispel magic and can't pass through stone" is appropriate even for a third level slot, but at least it isn't "this problem completely goes away at level 5".
Now, for the combat use: tiny hut is generally only usable offensively in situations where the PCs are lying in wait or engaged in area denial, because of the 1 minute casting time, and is of limited value against spellcasters (though simply forcing an enemy to cast dispel magic instead of fireball is worth a spell slot). This is fairly rare in a convenient dungeon crawl, but it does happen, and being able to do pop-out attacks from a bunker is a quite large tactical advantage.
Ok, I'll admit that you've done a really good job of detailing your viewpoint on this. Some of your points are valid, if only in very niche situations. However, this isn't a binary point in a flowchart. These situations don't just "go away", ever. At any level. As has been stated before, if a DM throws poor tactics at a party, DM will have poor results. Especially if the party uses superior tactics to what they are encountering.
A proposition for your wandering monster dilemma (warning - feline in danger):
If coyotes can't get to a cat because it ran up a tree, they might wait for a bit to see if kitty falls. At some point, one or two of the pack will leave to go scout for more food, something that will be worth the wait for the pack, while the rest remain and wait. Which ever piece of the pack that makes a kill first will notify the others to come quickly. Now swap wandering monsters for the coyotes, and PCs for the cat. And these are not high-functioning intellect monsters we're working with here, clever to be sure, but not capable of creating satellite internet.
The last piece is purely a matter of opinion. If casting a spell exposes an entire opposition group to lethal force, suddenly, and they are unaware of it, this is actually the makings of a by-the-book dynamic entry.
Imagine someone sleeping cozy in their bed at night, not a care in the world..... I think you can fill in the gaps here. I'll not detail how this works in this medium.
Using one third level spell to gain an equally useful effect or counter another, without a contested roll, doesn't make the first overpowered, it makes it on-par or weaker than the latter. Your opinion of not casting fireball as a lesser advantageous tactical decision absolutly ignores the rest of an opposition party that has a caster in it. You also do a pretty good job of ignoring things like surprise and maybe the wandering monsters conducting a tactical withdrawl and using stealth to observe and assess.
End of all of this, in good faith, I wanted to see where you would stack this spell up against other spells of the same level. 'Cause that's how you determine level balance with spells. And you didn't. You ran right back to the ritual spell tag and how effective this spell is in combat when players abuse it. I've said it before and I'll say it again - Changing rules to counter player abuse of in-game items doesn't solve the problem. Finding players that won't abuse the rules to "Win D&D" will solve that problem. Perpetuating an adversarial viewpoint against your players, because it gets in your way and doesn't let you author and encounter and have it play out the way it was designed in your head, is not playing D&D. It's writing a novel and forcing your players to sit through a reading.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
The hut does block any form of teleportation. Including misty step and ethereal movement into or out of the dome. Though you could ethereal move under the dome.
You can not stand inside the dome and fire out of it either.
Tiny Hut:
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Forcecage:
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
You'll notice Tiny Hut has no declaration of blocking teleportation, in any form, into or out of the area of effect, while Forcecage does make a stipulation of how to leave the area of effect via magical bamfs. Imagine the chaos if an enemy caster could get Sickening Radiance up under that dome....
I will concede to you that Ethereal movement through the dome (roof) is blocked, but not under.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
You'll notice Tiny Hut has no declaration of blocking teleportation, in any form, into or out of the area of effect, while Forcecage does make a stipulation of how to leave the area of effect via magical bamfs. Imagine the chaos if an enemy caster could get Sickening Radiance up under that dome....
You cannot use a teleportation spell to pass through the dome because spells cannot be cast through the dome. Non-spell teleports, unless they require vision, should still pass through.
I see nothing actually preventing you from firing arrows out of the hut, though, as long as you had the arrow when the spell was cast, and you'll get advantage on the attack because your opponent can't see you.
You'll notice Tiny Hut has no declaration of blocking teleportation, in any form, into or out of the area of effect, while Forcecage does make a stipulation of how to leave the area of effect via magical bamfs. Imagine the chaos if an enemy caster could get Sickening Radiance up under that dome....
You cannot use a teleportation spell to pass through the dome because spells cannot be cast through the dome. Non-spell teleports, unless they require vision, should still pass through.
I see nothing actually preventing you from firing arrows out of the hut, though, as long as you had the arrow when the spell was cast, and you'll get advantage on the attack because your opponent can't see you.
What part of a teleportation spell requires a specific path be traveled during teleport?
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Yeah, I don't see this as a problem with the spell. If you (the royal you) can't figure out a way around Tiny Hut equals free, unmolested long rest EVERY. SINGLE. TIME. then you (again, the royal you) as the DM aren't working hard enough to make the world seem dangerous.
I place monsters based on what is situationally appropriate, not what negates the PCs.
Ok? And if it's "situationally appropriate" to send monsters that don't have a counter for Tiny Hut, why complain about it? You are literally the one making the situation what it is.
In any case, if it was a level 6 ritual, by that time plausible opposition will have the ability to cope, but it's a level 3.
Haha! Nice try! None of the teleportation spells have a "must travel in a X-ft wide line from point A to point B" description in their range. The dome(roof) prevents magical effects from traveling through it. It doesn't prevent those effects from traveling under or inside. So your binary thought process that because it does it "here", it does the same "everywhere" fails.
In any case, if Tiny Hut *actually* prevented teleportation, it would be in the spell description. It's not. It is in the spell description for Forcecage and Private Sanctum. Both have this statement, both are of higher level. This does not prevent teleportation, other than that requireing line-of-sight.
Your attempts are eristic and specious at best. Either that or there is some willful ignorance being applied. I'm fine with making up homebrew rules, which is fine. That's how you run at your table, have the best fun you can with that. Just please stop trying to sell your homebrew as "right".
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I see nothing actually preventing you from firing arrows out of the hut, though, as long as you had the arrow when the spell was cast, and you'll get advantage on the attack because your opponent can't see you.
Neither do I. If the dome is in darkness then you would have the usual disadvantages from darkness, but if the dome is dimly lit then there is no problem (though and vision ability checks would be at disadvantage).
it takes 1 minute to cast, so you can't just drop it in combat
you can shoot out arrows and throw things, but only if they were inside the hut to begin with
the caster has to stay inside the hut, so that's one less person doing anything
ready actions can easily nullify the "pop out, cast a spell, pop back in" thing. Wizard pops out, 18 goblins fire bows, if wizard is still alive, magic.
the hut can't move - I consider the most meaningful combats to be ones where the opponent is trying to get something done. In a lot of cases, they can just walk off when the hut goes down
it can be countered with fire, water, just burying it and waiting for it to end, surrounding it, guarding it until something much bigger is brought in, packing up and leaving...
Haha! Nice try! None of the teleportation spells have a "must travel in a X-ft wide line from point A to point B" description in their range.
Other spells don't either. That's just how range is defined: straight line distance between two points.
We aren't talking about other spells. And here's the definition of Range that matters for your purposes. From my perspective: Your argument is about teleportation *having* to travel through the dome(roof) of the Hut. Mine is that the Hut doesn't prevent teleportation into/out of it's interior, as the space is not a sealed hemisphere of force and the spell description doesn't state as much.
It feels like you are trying to shift the goal post off of the original topic that the spell is/not overpowered, and you are doing so by applying spell interactions that don't exist...again. If the spell did prevent teleportation into and out from its interior, it would very much mimic Forcecage. But it doesn't, so it's not a 4th level spell.
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Haha! Nice try! None of the teleportation spells have a "must travel in a X-ft wide line from point A to point B" description in their range.
Other spells don't either. That's just how range is defined: straight line distance between two points.
Can you use Dimension Door to teleport into a Tiny Hut?
Can you use Dimension Door to teleport into or out of a spherical Wall of Force? Wall of Force doesn't mention teleportation.
Can you use Misty Step to leave a Tiny Hut? It has a range of self.
Can you use Misty Step to enter or leave a spherical Wall of Force?
Do you play with Tiny Hut having a floor made of force or only a dome shape without a floor?
Spells like Dimension Door and Teleport clearly show that not all spells require a clear line of effect between the casting point and the destination or target. Misty Step is similar with the only requirement being the ability to see the location you wish to teleport to.
Can you use Dimension Door to teleport into a Tiny Hut? - Yes. Don't have to see the destination, only describe direction and distance to destination. Tiny Hut(the spell) doesn't block it.
Can you use Dimension Door to teleport into or out of a spherical Wall of Force? Wall of Force doesn't mention teleportation. - Yes. Spell doesn't block it.
Can you use Misty Step to leave a Tiny Hut? It has a range of self. - Yes. Occupants can see out, so the visual restriction is not present. Tiny Hut(the spell) doesn't block it.
Can you use Misty Step to enter or leave a spherical Wall of Force? -Yes. Spell doesn't block it, visual restriction not present.
Do you play with Tiny Hut having a floor made of force or only a dome shape without a floor? -Per description. Dome, no floor. Not a Hemisphere with floor.
Spells like Dimension Door and Teleport clearly show that not all spells require a clear line of effect between the casting point and the destination or target. Misty Step is similar with the only requirement being the ability to see the location you wish to teleport to. - Agreed. No mention or requirement in the spell description or rules for particular path to be followed.
Notes Mine.
My entire point has been: if you allow a spell to do more than it is supposed to, IT isn't overpowered, YOU (the royal you) are allowing it to be abused.
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
My entire point has been: if you allow a spell to do more than it is supposed to, IT isn't overpowered, YOU (the royal you) are allowing it to be abused.
Correction: if you allow words to have their natural meaning, the spell is overpowered. If you sufficiently contort the meaning of words the spell is... less overpowered.
Dimension door requires a 'distance and direction'. If that direction goes through the dome, the spell fails. Nothing there says you can route around obstacles. It is possible to teleport in if you're below the target before you teleport (usually only practical if they cast the spell on an upper floor of a building).
Dimension door works fine against a spherical wall of force, agree there.
Misty step works just like dimension door other than the additional vision requirement (for both purposes).
As written, the spell does not have a floor.
Teleport spells ignore intervening objects that don't specify that they block spells, but have no words saying that they use different pathing rules than other spells, so they're a straight line.
Correction: if you allow words to have their natural meaning, the spell is overpowered. If you sufficiently contort the meaning of words the spell is... less overpowered.
Dimension door requires a 'distance and direction'. If that direction goes through the dome, the spell fails. Nothing there says you can route around obstacles. It is possible to teleport in if you're below the target before you teleport (usually only practical if they cast the spell on an upper floor of a building).
Dimension door works fine against a spherical wall of force, agree there.
Misty step works just like dimension door other than the additional vision requirement (for both purposes).
As written, the spell does not have a floor.
Teleport spells ignore intervening objects that don't specify that they block spells, but have no words saying that they use different pathing rules than other spells, so they're a straight line.
When one ignores the context (rules, definitions and descriptions) provided and substitues their own context, the community should not be held accountable for that individual's choices. You are intentionally omitting that Dimension Door requires a "description of the destination that can be distance and direction" and substituting in "you must describe the path you will travel in what direction and to what distance". You are intentionally including the prevention of teleportation spells <period> based on a homebrew assumption that teleportation requires a specific path be traveled, when there is no requirement of that provided in ANY teleportation spell. Spells do what they say they DO. They don't do anything that's not specified. You might rule that they do more, but that's on the one making the ruling, not the designers.
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
You are intentionally including the prevention of teleportation spells <period> based on a homebrew assumption that teleportation requires a specific path be traveled, when there is no requirement of that provided in ANY teleportation spell.
I am merely assuming that the spell works by the normal rules for spells. Unless specifically stated otherwise, spells travel in a straight line.
Correction: if you allow words to have their natural meaning, the spell is overpowered. If you sufficiently contort the meaning of words the spell is... less overpowered.
Dimension door requires a 'distance and direction'. If that direction goes through the dome, the spell fails. Nothing there says you can route around obstacles. It is possible to teleport in if you're below the target before you teleport (usually only practical if they cast the spell on an upper floor of a building).
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
What in there makes you thinks you need to "route around obstacles", or indeed that there's any "route" at all? You disappear in one place and reappear in another. That's what teleporting is, my dude
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I for one would love the enemy spell caster to teleport into the tiny hut while the rest of my party is inside. He would instantly be in hand to hand combat with everyone.
It would be better to teleport a giant or large creature into the hut.
And since you have teleport you should have dispell magic.
I for one would love the enemy spell caster to teleport into the tiny hut while the rest of my party is inside. He would instantly be in hand to hand combat with everyone.
It would be better to teleport a giant or large creature into the hut.
And since you have teleport you should have dispell magic.
However, having the enemy wizard teleport into the hut while the rest of the party is outside fighting might be fun :). The party will be surprised when the hut disappears behind them leaving the enemy wizard standing over the body of the party wizard.
You are intentionally including the prevention of teleportation spells <period> based on a homebrew assumption that teleportation requires a specific path be traveled, when there is no requirement of that provided in ANY teleportation spell.
I am merely assuming that the spell works by the normal rules for spells. Unless specifically stated otherwise, spells travel in a straight line.
So now you're ok with: unless specifically stated... Any other time it's ignored.
Also, can you post a link or quote anything that supports this assumption about how spells travel? Specifically those that deal with teleportation. I'd like to see what I'm missing.
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
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Ok, I'll admit that you've done a really good job of detailing your viewpoint on this. Some of your points are valid, if only in very niche situations. However, this isn't a binary point in a flowchart. These situations don't just "go away", ever. At any level. As has been stated before, if a DM throws poor tactics at a party, DM will have poor results. Especially if the party uses superior tactics to what they are encountering.
A proposition for your wandering monster dilemma (warning - feline in danger):
If coyotes can't get to a cat because it ran up a tree, they might wait for a bit to see if kitty falls. At some point, one or two of the pack will leave to go scout for more food, something that will be worth the wait for the pack, while the rest remain and wait. Which ever piece of the pack that makes a kill first will notify the others to come quickly. Now swap wandering monsters for the coyotes, and PCs for the cat. And these are not high-functioning intellect monsters we're working with here, clever to be sure, but not capable of creating satellite internet.
The last piece is purely a matter of opinion. If casting a spell exposes an entire opposition group to lethal force, suddenly, and they are unaware of it, this is actually the makings of a by-the-book dynamic entry.
Imagine someone sleeping cozy in their bed at night, not a care in the world..... I think you can fill in the gaps here. I'll not detail how this works in this medium.
Using one third level spell to gain an equally useful effect or counter another, without a contested roll, doesn't make the first overpowered, it makes it on-par or weaker than the latter. Your opinion of not casting fireball as a lesser advantageous tactical decision absolutly ignores the rest of an opposition party that has a caster in it. You also do a pretty good job of ignoring things like surprise and maybe the wandering monsters conducting a tactical withdrawl and using stealth to observe and assess.
End of all of this, in good faith, I wanted to see where you would stack this spell up against other spells of the same level. 'Cause that's how you determine level balance with spells. And you didn't. You ran right back to the ritual spell tag and how effective this spell is in combat when players abuse it. I've said it before and I'll say it again - Changing rules to counter player abuse of in-game items doesn't solve the problem. Finding players that won't abuse the rules to "Win D&D" will solve that problem. Perpetuating an adversarial viewpoint against your players, because it gets in your way and doesn't let you author and encounter and have it play out the way it was designed in your head, is not playing D&D. It's writing a novel and forcing your players to sit through a reading.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Tiny Hut:
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Forcecage:
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can't be dispelled by dispel magic.
You'll notice Tiny Hut has no declaration of blocking teleportation, in any form, into or out of the area of effect, while Forcecage does make a stipulation of how to leave the area of effect via magical bamfs. Imagine the chaos if an enemy caster could get Sickening Radiance up under that dome....
I will concede to you that Ethereal movement through the dome (roof) is blocked, but not under.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
You cannot use a teleportation spell to pass through the dome because spells cannot be cast through the dome. Non-spell teleports, unless they require vision, should still pass through.
I see nothing actually preventing you from firing arrows out of the hut, though, as long as you had the arrow when the spell was cast, and you'll get advantage on the attack because your opponent can't see you.
What part of a teleportation spell requires a specific path be traveled during teleport?
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Ok? And if it's "situationally appropriate" to send monsters that don't have a counter for Tiny Hut, why complain about it? You are literally the one making the situation what it is.
The part where you measure range.
In any case, if it was a level 6 ritual, by that time plausible opposition will have the ability to cope, but it's a level 3.
Haha! Nice try! None of the teleportation spells have a "must travel in a X-ft wide line from point A to point B" description in their range. The dome(roof) prevents magical effects from traveling through it. It doesn't prevent those effects from traveling under or inside. So your binary thought process that because it does it "here", it does the same "everywhere" fails.
In any case, if Tiny Hut *actually* prevented teleportation, it would be in the spell description. It's not. It is in the spell description for Forcecage and Private Sanctum. Both have this statement, both are of higher level. This does not prevent teleportation, other than that requireing line-of-sight.
Your attempts are eristic and specious at best. Either that or there is some willful ignorance being applied. I'm fine with making up homebrew rules, which is fine. That's how you run at your table, have the best fun you can with that. Just please stop trying to sell your homebrew as "right".
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Neither do I. If the dome is in darkness then you would have the usual disadvantages from darkness, but if the dome is dimly lit then there is no problem (though and vision ability checks would be at disadvantage).
Other spells don't either. That's just how range is defined: straight line distance between two points.
I've never considered tiny hut to be too bad;
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We aren't talking about other spells. And here's the definition of Range that matters for your purposes. From my perspective: Your argument is about teleportation *having* to travel through the dome(roof) of the Hut. Mine is that the Hut doesn't prevent teleportation into/out of it's interior, as the space is not a sealed hemisphere of force and the spell description doesn't state as much.
It feels like you are trying to shift the goal post off of the original topic that the spell is/not overpowered, and you are doing so by applying spell interactions that don't exist...again. If the spell did prevent teleportation into and out from its interior, it would very much mimic Forcecage. But it doesn't, so it's not a 4th level spell.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Can you use Dimension Door to teleport into a Tiny Hut?
Can you use Dimension Door to teleport into or out of a spherical Wall of Force? Wall of Force doesn't mention teleportation.
Can you use Misty Step to leave a Tiny Hut? It has a range of self.
Can you use Misty Step to enter or leave a spherical Wall of Force?
Do you play with Tiny Hut having a floor made of force or only a dome shape without a floor?
Spells like Dimension Door and Teleport clearly show that not all spells require a clear line of effect between the casting point and the destination or target. Misty Step is similar with the only requirement being the ability to see the location you wish to teleport to.
Notes Mine.
My entire point has been: if you allow a spell to do more than it is supposed to, IT isn't overpowered, YOU (the royal you) are allowing it to be abused.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Correction: if you allow words to have their natural meaning, the spell is overpowered. If you sufficiently contort the meaning of words the spell is... less overpowered.
When one ignores the context (rules, definitions and descriptions) provided and substitues their own context, the community should not be held accountable for that individual's choices. You are intentionally omitting that Dimension Door requires a "description of the destination that can be distance and direction" and substituting in "you must describe the path you will travel in what direction and to what distance". You are intentionally including the prevention of teleportation spells <period> based on a homebrew assumption that teleportation requires a specific path be traveled, when there is no requirement of that provided in ANY teleportation spell. Spells do what they say they DO. They don't do anything that's not specified. You might rule that they do more, but that's on the one making the ruling, not the designers.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I am merely assuming that the spell works by the normal rules for spells. Unless specifically stated otherwise, spells travel in a straight line.
You literally just redefined the word 'teleport'
Here's what dimension door says:
What in there makes you thinks you need to "route around obstacles", or indeed that there's any "route" at all? You disappear in one place and reappear in another. That's what teleporting is, my dude
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I for one would love the enemy spell caster to teleport into the tiny hut while the rest of my party is inside. He would instantly be in hand to hand combat with everyone.
It would be better to teleport a giant or large creature into the hut.
And since you have teleport you should have dispell magic.
However, having the enemy wizard teleport into the hut while the rest of the party is outside fighting might be fun :). The party will be surprised when the hut disappears behind them leaving the enemy wizard standing over the body of the party wizard.
So now you're ok with: unless specifically stated... Any other time it's ignored.
Also, can you post a link or quote anything that supports this assumption about how spells travel? Specifically those that deal with teleportation. I'd like to see what I'm missing.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad