D&D General Has Tiny Hut actually affected your game? Or has it otherwise mattered?

I really doing know what to say to a group that when told resting 8 hours (or 1 hour for short rest reset) will cause mission failure (because the BBEG will have left, completed their mission etc) and they just go ¯\(ツ)/¯.

But, how will banning tiny hut really change that? The group can just barricade themselves into a closet, some corner etc. and if pushed against, they would just level the same adversarial GMing/ badwrongfun accusation.
Not all rests are 8 hours. In fact it tends to be abused to even greater degrees with those short rests because barricading a room is only going to be as secure as the barricade construction and materials involved. Unlike tiny hut, the security with those are 100% a thing for the gm to decide
 

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Not all rests are 8 hours. In fact it tends to be abused to even greater degrees with those short rests because barricading a room is only going to be as secure as the barricade construction and materials involved. Unlike tiny hut, the security with those are 100% a thing for the gm to decide

But if the group complains that you taking reasonable actions because they used the hut is unfair/badwrongfun, they're certainly also going to complain if you infringe on their rest regardless. Point being, it's not the hut, it's the fact that the group doesn't care about/hates narrative consequences.
 


A lot of times I've seen it cast, it's actually been beneficial to the DM, allowing them to skip random encounters that would otherwise derail the pacing of the session. My group doesn't subscribe to the 5MWD, so we've never really tried to abuse it.

I've seen players cast it when they're in a dangerous situation, not realizing that it's a trap to do so. In one particularly bad idea, we cast it while in the caverns of the enemy, confident that the enemy didn't have any way to get around it. Instead, they all gathered around us, just outside of view, and we fought the entire complex at once. This was particularly stupid, because we were very close to the BBEG, having avoided most of the enemies on the way in. Had we simply fought the BBEG while weakened, we would have won pretty easily. Instead, we had a long, horrible battle that killed half the party.
 

But if the group complains that you taking reasonable actions because they used the hut is unfair/badwrongfun, they're certainly also going to complain if you infringe on their rest regardless. Point being, it's not the hut, it's the fact that the group doesn't care about/hates narrative consequences.
The line for what is considered "Reasonable" is something for each individual to decide where to draw and for a great many reasons those actions are not capable of being considered "reasonable" to many
 


In my experience, it attracts a certain kind of player with a more gamist bent. My more narratively-driven players have never cared for it.

It's a bit of a waste of a spell from a design perspective, to be quite honest. If a player takes it, I'll work around that by creating encounters that can challenge that spell, so selecting Tiny Hut is a negative sum game (costs another spell!).

My favourite way of getting around it is having a night hag torment the characters as they sleep from the exact same spot, just on the Ethereal Plane.
 

There's been a bit of a renewed discussion on this spell, and now I'm curious.

I've seen Tiny Hut matter exactly once since 5e came out.

Otherwise, it just hasn't been of any relevance, even though wizards do tend to grab the spell when available (notably not with their level gained spells).

So, as the thread title says, has it been of any meaningful affect in your game, and if so, how so?
Yes. My players initially picked Rope Trick and then Tiny Hut when they reached high enough level. They used them to avoid a significant portion of the game, which in my opinion is a negative effect. So I banned those spells.

I left Magnificent Mansion, because by the time they get that spell, the game has shifted in priorities, so it doesn't have the same impact as the other two.
 

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