Fanaelialae
Legend
Probably off topic a bit, but the last time someone tried to do a tiny hut in enemy territory, the hobgoblins found them. Being the smart military types, the patrol called for reinforcements. When the reinforcements arrived, they proceeded to bury the hut with the people inside. The first rank blocked the view with over-sized shields while the back rank started throwing brush and dried wood onto the hut. The plan was to wait for the wood and brush to collapse in and then set the whole thing on fire. They also started setting up traps and ambushes around the perimeter. I may have been inspired by a previous discussion on this topic.
Anyway, my point is that the hut is useful, but reasonable tactics by the enemy make it just as much of a trap as a safe place.
I was going to say something along the same lines.
Relying rope trick and tiny hut to rest whenever you want makes it fairly easy to get yourself into a deadly ambush. Maybe there was a goblin hiding nearby who sees you scamper up the rope and runs off to find his friends. Tiny hut is even more noticeable (although, since PCs can attack through it, I would just have the enemy hide nearby unless they can cast dispel magic or can burrow under it). It certainly won't (or at least shouldn't) happen every time. It is reasonably smart play, and that ought to be rewarded more often than not IMO. But it's also low hanging fruit as smart play goes, so there's nothing wrong with making it the bad choice from time to time. Ideally, you find a safe place to rest and then use these spells to hedge your bet.
Personally though, I like the idea of offering an incentive, such as additional XP, for pushing on. Want to play it safe, no problem. You'll simply level significantly more slowly than a party that takes risks. In this way, the party can opt into their own level of risk vs reward.