I'm VERY, VERY glad that Leomund's Tiny Hut is now much harder to abuse and is no longer ridiculously overpowered. I agree with Treatmonk that it still ought to have hit points or a damage threshold of some kind, but that's easy enough to houserule.
And I'm glad that the shapechanging spells are following suit with wild shape; instead of being easily-abused hit point sinks, they buff some but don't grant hundreds of extra hit points.
Treatmonk's suggested fixes for the 2014 version could still be implemented as a houserule: simulacrum's are not able to cast spells nor able to change shape.
Treatmonk's suggested fix for the 2014 could still be implemented as a houserule: simulacrum's are not able to cast spells nor able to change shape.
There are lots of ways of resolving it, but it's somewhat impossible to balance because the point of the spell is to have an NPC cast it so the PCs can run into a false-boss before they run into the real thing, and lots of NPC abilities just can't be balanced for PCs.
I'm VERY, VERY glad that Leomund's Tiny Hut is now much harder to abuse and is no longer ridiculously overpowered. I agree with Treatmonk that it still ought to have hit points or a damage threshold of some kind, but that's easy enough to houserule.
And I'm glad that the shapechanging spells are following suit with wild shape; instead of being easily-abused hit point sinks, they buff some but don't grant hundreds of extra hit points.
I can foresee many casters choosing to do without the Hut now, seeing it as having diminishing returns. I have to watch it again (not at home atm) but it seems to do nothing against magical effects that are not spells? Anyone kind enough to verify or correct my understanding will be most appreciated.
The thing that caught my eye on hut was the number of people inside. In the old version, it specifies 9 creatures inside, but the one shown here didn't mention how many. Makes me wonder if that's effectively another nerf and you can only fit 4 now (10' diameter so 4 squares so 4 medium creatures?) Could make it tougher for larger parties.
I can foresee many casters choosing to do without the Hut now, seeing it as having diminishing returns.
Pretty much every wizard is still going to take it; it could be reduced to what it was in 3e (doesn't stop attacks at all, only useful against weather) and still be useful to wizards, since all it's doing is taking up a couple pages of spellbook space and requiring a modest cost to copy into your spellbook.
The confirmation that resistance to nonmagical bludgeoning, piercing, and slashing attacks is gone is some good news in my opinion.
Simulacrum is still kinda busted :(
What's this about nonmagical PSB resistance? Really hope they're not dropping it as a concept altogether; I'd heard they were dropping concentration from Magic Weapon so it's already easier to use that to cover the martials in low magic item campaigns, and setting-wise it helps justify why adventurers are needed to solve problems instead of throwing a bunch of regular troops at the monster.
What's this about nonmagical PSB resistance? Really hope they're not dropping it as a concept altogether
Attacks that should bypass PSB resistance now just have a different damage type, typically force but sometimes something else (e.g. radiant for moon druid beast form attacks).
The confirmation that resistance to nonmagical bludgeoning, piercing, and slashing attacks is gone is some good news in my opinion.
Simulacrum is still kinda busted :(
What's this about nonmagical PSB resistance? Really hope they're not dropping it as a concept altogether; I'd heard they were dropping concentration from Magic Weapon so it's already easier to use that to cover the martials in low magic item campaigns, and setting-wise it helps justify why adventurers are needed to solve problems instead of throwing a bunch of regular troops at the monster.
You are either resistant to BPS damage or your are not. Magic doesn't by pass those.
I'm VERY, VERY glad that Leomund's Tiny Hut is now much harder to abuse and is no longer ridiculously overpowered. I agree with Treatmonk that it still ought to have hit points or a damage threshold of some kind, but that's easy enough to houserule.
And I'm glad that the shapechanging spells are following suit with wild shape; instead of being easily-abused hit point sinks, they buff some but don't grant hundreds of extra hit points.
I can foresee many casters choosing to do without the Hut now, seeing it as having diminishing returns. I have to watch it again (not at home atm) but it seems to do nothing against magical effects that are not spells? Anyone kind enough to verify or correct my understanding will be most appreciated.
Assuming Treatmonk copied the text of spell description accurately, only spells of level 3 or lower are stopped by the hut. Magical effects/abilities, as they are unmentioned, are able to permeate the hut:
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.
This very much seems to say magical effects or abilities which are NOT spells aren't stopped by the hut. This would seem to settle the argument around the 2014 version on whether dragon breath can affect those in the hut (2024 text would say yes, it can).
The spell works jsut fine thematically, the only prob is no imagination overcompensating power gaming munckins lol. MY simularcum stays home and makespotions and scribes spells for me, and the DM has permission to use my simulacrum as a PLOT device if we need. If i were a powergaming munchkin MY DM would jsut up the Chalenge Rating fo combat encounters to comenpste for the extra spellcaster in the group. ThUS, the gourp isnt mor epowerful becuz the combat encounters have bene made MORe challenging. AND bogs down combat wasting eveyrones time
The confirmation that resistance to nonmagical bludgeoning, piercing, and slashing attacks is gone is some good news in my opinion.
Simulacrum is still kinda busted :(
What's this about nonmagical PSB resistance? Really hope they're not dropping it as a concept altogether; I'd heard they were dropping concentration from Magic Weapon so it's already easier to use that to cover the martials in low magic item campaigns, and setting-wise it helps justify why adventurers are needed to solve problems instead of throwing a bunch of regular troops at the monster.
Problem with nonmagical PSB resistance is that even low level characters could now overcome the resistance by simply purchasing the Common magical weapons that appeared in XGTE. If you didn't want Common magical weapons to overcome the resistance, you had to house rule it. I understand why they're dropping the rule, but I did like the flavor that goes all the way back to 1st edition iirc.
Treantmonk Spell reveal and discussion.
She/Her Player and Dungeon Master
The confirmation that resistance to nonmagical bludgeoning, piercing, and slashing attacks is gone is some good news in my opinion.
Simulacrum is still kinda busted :(
She/Her Player and Dungeon Master
I'm VERY, VERY glad that Leomund's Tiny Hut is now much harder to abuse and is no longer ridiculously overpowered. I agree with Treatmonk that it still ought to have hit points or a damage threshold of some kind, but that's easy enough to houserule.
And I'm glad that the shapechanging spells are following suit with wild shape; instead of being easily-abused hit point sinks, they buff some but don't grant hundreds of extra hit points.
Treatmonk's suggested fixes for the 2014 version could still be implemented as a houserule: simulacrum's are not able to cast spells nor able to change shape.
There are lots of ways of resolving it, but it's somewhat impossible to balance because the point of the spell is to have an NPC cast it so the PCs can run into a false-boss before they run into the real thing, and lots of NPC abilities just can't be balanced for PCs.
The thing that caught my eye on hut was the number of people inside. In the old version, it specifies 9 creatures inside, but the one shown here didn't mention how many. Makes me wonder if that's effectively another nerf and you can only fit 4 now (10' diameter so 4 squares so 4 medium creatures?) Could make it tougher for larger parties.
Pretty much every wizard is still going to take it; it could be reduced to what it was in 3e (doesn't stop attacks at all, only useful against weather) and still be useful to wizards, since all it's doing is taking up a couple pages of spellbook space and requiring a modest cost to copy into your spellbook.
What's this about nonmagical PSB resistance? Really hope they're not dropping it as a concept altogether; I'd heard they were dropping concentration from Magic Weapon so it's already easier to use that to cover the martials in low magic item campaigns, and setting-wise it helps justify why adventurers are needed to solve problems instead of throwing a bunch of regular troops at the monster.
Force is replacing the effect of magical PSB since Force represents pure raw magic damage
Attacks that should bypass PSB resistance now just have a different damage type, typically force but sometimes something else (e.g. radiant for moon druid beast form attacks).
Okay, got it. Does help streamline the process a little.
You are either resistant to BPS damage or your are not. Magic doesn't by pass those.
She/Her Player and Dungeon Master
Assuming Treatmonk copied the text of spell description accurately, only spells of level 3 or lower are stopped by the hut. Magical effects/abilities, as they are unmentioned, are able to permeate the hut:
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.
This very much seems to say magical effects or abilities which are NOT spells aren't stopped by the hut. This would seem to settle the argument around the 2014 version on whether dragon breath can affect those in the hut (2024 text would say yes, it can).
The spell works jsut fine thematically, the only prob is no imagination overcompensating power gaming munckins lol. MY simularcum stays home and makespotions and scribes spells for me, and the DM has permission to use my simulacrum as a PLOT device if we need. If i were a powergaming munchkin MY DM would jsut up the Chalenge Rating fo combat encounters to comenpste for the extra spellcaster in the group. ThUS, the gourp isnt mor epowerful becuz the combat encounters have bene made MORe challenging. AND bogs down combat wasting eveyrones time
Problem with nonmagical PSB resistance is that even low level characters could now overcome the resistance by simply purchasing the Common magical weapons that appeared in XGTE. If you didn't want Common magical weapons to overcome the resistance, you had to house rule it. I understand why they're dropping the rule, but I did like the flavor that goes all the way back to 1st edition iirc.
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Fai'zal - CN Githyanki Rogue (Candlekeep Mysteries, Forgotten Realms) ; Zeena - LN Elf Sorcerer (Dragonlance)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5⭐products! Please check them out.) Twitter: @benmorrier he/him