D&D General If we were re-designing the Tiny Hut-esc 'instant shelter' spells what would we change?

Our DM hates these spells, so runs them literally and to the letter of the rules. Rope Trick lasts 1 hour, you have to rest a full hour to get a short rest, but you have to get into the rope trick and then back out of it, and if you don't exit within the hour it disappears and you fall, and he considers getting into or out of a rope trick activity which is "more strenuous than eating, drinking, reading, and tending to wounds"

I played a gnome caster who once cast Rope Trick under a throne to hide from guards. You just need to cut the rope short.

Since then we put rope trick under tables. Mainly because its really hard to see with detect magic or see invis when it has physical cover and you need to crawl on the ground.

As for strenuous...the party lies under the table, cast the spell, then stand up into the hole while holding the rope. Sit on the extradimensional surface, then swing your legs in. Not strenuous at all. And getting out is just lying down. Also not strenuous.

It really should be a 3rd level spell.

And I like the 3e Tiny Hut that protected from weather/heat, provided concealment and while it hedged out un-named creatures it did nothing about weapons, missiles or spells.
 

log in or register to remove this ad


I have to admit, I've never really had much issue with Rope Trick. It's a pretty rare scenario where short rests are difficult to take anyway. Most of the time, taking an hour rest is not exactly difficult. Sure, I know there are times when it's not, but, typically, if you can't take a short rest, Rope Trick probably isn't going to help you anyway since there's a time pressure.

And, heck, short rests only really benefit the non-full casters anyway. It's not like you get a whole lot of spells back on a short rest.

My beef has always been with Tiny Hut, particularly when players start gaming it to use it as an invulnerable fighting point. I was so tired of it in the last campaign I simply ruled that all force affects are completely opaque. You can drop a Tiny Hut, but, you can't see out of it. And no LOS means it doesn't work as an offensive position.
 

I had not heard of Galder's Tower before, I see no problem with it other than I'm not sure if I'd allow the sourcebook (no one's ever asked). It's the same level as Tiny Hut and worse in just about every way. It's a big visible building that draws attention, and it's made of real materials that can be broken down or broken into. Once the magical forcefield aspect is taken away, the spell is balanced to me.

Rope Trick is also mostly fine as long as no one tries to use it in the middle of combat to hide inside while taking potshots or something like that. I don't care if the party uses it for a safe Short Rest. I only allow 2 Short Rests per day so I basically just say you can safely use your Short Rest any time you want as long as you aren't in active danger.

What I dislike about Tiny Hut and Mansion are the magical forcefield for absolute immunity for an entire Long Rest. I deal with this by a) when the party is too low level yet to have these spells I try to establish that fun stuff (good and bad) can happen during long rests and motivate them to not want to miss out on fun content, and b) if the party does consistently use Tiny Hut then an inordinate number of wandering monsters suddenly start having Dispel Magic or are smart enough to set up ambushes when the party emerges from the Hut.
 

one situation about Leomunds tiny hut.

we used it once to take a break with clearing a huge goblin lair.
goblins could not get in OFC, but the did pile up wood and oil on it.

then a goblin shaman came with a grin on his face and a piece of paper and written on it with bad common writing was:
Dispel magic!
 

I think the rest rules are the ultimate source of discontent for these spells, and would need changes.

I think Galder's tower was written by someone who didn't really consider it's dimensions, especially when letting it be furnished. Each floor is either 10 ft X 10ft, or a circle ~11.25 ft in diameter. All of that is supposed to hold a hatch, ladder, and a bedroom with a bed, chairs, chest, and magical fireplace? That's going to be one cramped room.

I'll offer a suggestion for Tiny hut that I haven't seen elsewhere in the thread. Make it a Ranger only spell. Rangers are meant to be good at shepherding people through the wilderness, and the spell becomes available at level 9.
 

My house rule for Tiny Hut is to have it conjure an actual tiny hut:

It appears to be a normal log cabin, (15’ x 15’ x 10’ walls) with a peaked roof, a single door, and shutters on every wall. The doors and shutters are equipped with metal bars, but no other locks.

The hut is free of any atmospheric effects when cast. i.e. If cast underwater, no water inside.

  • If shutters or door or flue are open for more than 5 seconds at a time external effects will enter.
The hut contains: four bunk beds, a table with benches, a fireplace with enough dry wood to burn a for 4 hours, a cooking pot, bowls, and basic utensils. On each bed is a set of clean undergarments.
The interior temperature is 20 C if the external temperature is between -20 C and 30 C. The interior temperature will vary 1-to-1 with external temperatures above or below this range.

If cast in a dungeon, it stands out like a sore thumb!

Rope Trick is fine with me. I haven't seen it used much in 5E. In AD&D, I used it a lot as way to hide when retreating, or to take a breather and heal up.

MMM seems over-the-top, but as I will likely never run a game where 7th level spells are being cast, I’m not bothered by it.
 

I don’t mind magic skipping some survival aspects. I would just remove the forcefield aspect from Tiny Hut, make it about safe shelter from the elements while being hidden, not a defensive position.
 


I think Galder's tower was written by someone who didn't really consider it's dimensions, especially when letting it be furnished. Each floor is either 10 ft X 10ft, or a circle ~11.25 ft in diameter. All of that is supposed to hold a hatch, ladder, and a bedroom with a bed, chairs, chest, and magical fireplace? That's going to be one cramped room.
you put that as ground floor where one PC is on guard
and 1st floor above you make an empty room for bedrolls. 4-5 people can sleep in empty 10by10ft room.
 

Remove ads

Top