What an absolutely over powered, yet incredibly useful spell!
Stuck out in the freezing cold? Cast Leomund’s Tiny Hut!
Facing an avalanche and no where to run? Cast Leomund’s Tiny Hut!
Lots of AOE damage caused by spells or the environment? Cast Leomund’s Tiny Hut!
Stuck in a dungeon and need to rest and recover while not being bothered by random wandering critters? Cast Leomund’s Tiny Hut!
...etc.
Change my mind...
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Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com "The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax
Well, the biggest problem with Tiny Hut is that it has a 1 minute casting time, so unless you know well in advance that an avalanche is coming, it's not going to be much help. Same with AOE spells... if you're setting up an ambush or something it can be useful to have a little invincible bubble to be able to duck into, but the person who cast the spell is stuck inside, since it automatically dispels if they leave.
This has been learned the hard way by the party I play with! 2 Night time ambushes and 1 perma-dead PC (No revivify) later, The WHOLE group is a little disenchanted with the spell (The characters that is, not the players! We love the tiny hut) xD
I vastly prefer the way the spell worked in 3e, which was strictly protection from weather, the only way it protected from attacks was by being opaque.
It's fun imagining the different uses and possible consequences. The language of the spell allows for a lot of leeway, as do the circumstances surrounding its immediate "OMG cast it!" event. So now let them cast Rope Trick inside the tiny hut. Whose to say where they end up :)
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Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com "The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax
It's fun imagining the different uses and possible consequences. The language of the spell allows for a lot of leeway, as do the circumstances surrounding its immediate "OMG cast it!" event. So now let them cast Rope Trick inside the tiny hut. Whose to say where they end up :)
Why would they end up anywhere in particular? Once the person who cast Tiny Hut enters the Rope Trick, the Tiny Hut would disappear, since the extradimensional space is not "within" the Tiny Hut itself.
Best combination that I did: Open a portable hole, get down inside it, cast rope trick, climb the rope, open a mirror of mental prowess, get out, close the portable hole from outside, put it in your pocket, reenter the mirror. You are now in your own pocket, you can explore the dungeon by moving the mirror point of view, and you can place it behind monsters so that the rogue can come out and backstab them.
My Wizard was not to allowed to enter some modules as long as she used her mirror. :D
That was awesome. Great creativity. Well done. Ignoring comments from people who have a black and white view. Shades of gray are so much more fun!
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Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com "The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax
My inclination would be to have opening an extradimensional space within an extradimensional space either straight up doesn't work, or is hazardous. There are some canonical examples (such as opening a Portable Hole inside of a Bag of Holding), I would just make it a general rule. Though 'everyone is dumped into the astral plane' is probably an effect people would take advantage of (cast Rope Trick within a Rope Trick, get an astral gate from a second level spell) so having it just not work is easier.
My question whenever people start bagging on Leomund's Tiny Hut and suggesting that all it should do is keep out bad weather is always kinda the same.
Would you take a spell with a one-minute cast time (i.e. cannot be used in a reactionary manner) whose sole effect was "stops rain and snow"?
There are means of dealing with the hut for players who maliciously abuse it. But given the long casting time and the fact that the caster cannot leave the hut, it feels like the spell should actually...y'know, have an effect. I could use Silent Image to put up the illusion of an opaque bubble around my party at first level, with one action, and get the same practical effect as "Protection From Weather" in any game where the DM isn't using inclement weather rules. Which is to say pretty much every D&D game.
My question whenever people start bagging on Leomund's Tiny Hut and suggesting that all it should do is keep out bad weather is always kinda the same.
Would you take a spell with a one-minute cast time (i.e. cannot be used in a reactionary manner) whose sole effect was "stops rain and snow"?
Yes I would. It's a level 3 ritual spell (so a wizard can cast it without even having it prepared for the day), "I can can spend ten minutes to summon a warm, comfortable tent" is easily worth the cost of scribing a spell in a book. Delete the ritual tag and I'd expect it to be a bit more potent, maybe give it some hit points, but ritual spells really don't need to do a lot to be worth taking.
I agree with you 100%. It's about having fun that matters most anyway. As for people that don't agree with me (it's perfectly normal) I just don't care.
Incoming qualification statement: I have been DM'ing this game since 1979. I am long past caring what others think of what I think, or how I DM. What really matters most to me, what I care about, is whether my players are having fun. Simple as that. :)
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Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com "The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax
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What an absolutely over powered, yet incredibly useful spell!
Change my mind...
Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com
"The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax
Well, the biggest problem with Tiny Hut is that it has a 1 minute casting time, so unless you know well in advance that an avalanche is coming, it's not going to be much help. Same with AOE spells... if you're setting up an ambush or something it can be useful to have a little invincible bubble to be able to duck into, but the person who cast the spell is stuck inside, since it automatically dispels if they leave.
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This has been learned the hard way by the party I play with!
2 Night time ambushes and 1 perma-dead PC (No revivify) later, The WHOLE group is a little disenchanted with the spell (The characters that is, not the players! We love the tiny hut) xD
I vastly prefer the way the spell worked in 3e, which was strictly protection from weather, the only way it protected from attacks was by being opaque.
It's fun imagining the different uses and possible consequences. The language of the spell allows for a lot of leeway, as do the circumstances surrounding its immediate "OMG cast it!" event. So now let them cast Rope Trick inside the tiny hut. Whose to say where they end up :)
Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com
"The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax
Why would they end up anywhere in particular? Once the person who cast Tiny Hut enters the Rope Trick, the Tiny Hut would disappear, since the extradimensional space is not "within" the Tiny Hut itself.
That was awesome. Great creativity. Well done. Ignoring comments from people who have a black and white view. Shades of gray are so much more fun!
Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com
"The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax
My inclination would be to have opening an extradimensional space within an extradimensional space either straight up doesn't work, or is hazardous. There are some canonical examples (such as opening a Portable Hole inside of a Bag of Holding), I would just make it a general rule. Though 'everyone is dumped into the astral plane' is probably an effect people would take advantage of (cast Rope Trick within a Rope Trick, get an astral gate from a second level spell) so having it just not work is easier.
My question whenever people start bagging on Leomund's Tiny Hut and suggesting that all it should do is keep out bad weather is always kinda the same.
Would you take a spell with a one-minute cast time (i.e. cannot be used in a reactionary manner) whose sole effect was "stops rain and snow"?
There are means of dealing with the hut for players who maliciously abuse it. But given the long casting time and the fact that the caster cannot leave the hut, it feels like the spell should actually...y'know, have an effect. I could use Silent Image to put up the illusion of an opaque bubble around my party at first level, with one action, and get the same practical effect as "Protection From Weather" in any game where the DM isn't using inclement weather rules. Which is to say pretty much every D&D game.
Why not let players have their cool little spell?
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Yes I would. It's a level 3 ritual spell (so a wizard can cast it without even having it prepared for the day), "I can can spend ten minutes to summon a warm, comfortable tent" is easily worth the cost of scribing a spell in a book. Delete the ritual tag and I'd expect it to be a bit more potent, maybe give it some hit points, but ritual spells really don't need to do a lot to be worth taking.
I agree with you 100%. It's about having fun that matters most anyway. As for people that don't agree with me (it's perfectly normal) I just don't care.
Incoming qualification statement: I have been DM'ing this game since 1979. I am long past caring what others think of what I think, or how I DM. What really matters most to me, what I care about, is whether my players are having fun. Simple as that. :)
Husband, Father, Veteran, Gamer, DM, Player, and Friend | Author of the "World of Eirador" | http://world-guild.com
"The secret we should never let the gamemasters know is that they don't need any rules." ~Gary Gygax