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.
Resting in them to avoid any encounters at night. They were cast daily, at least once. Sometimes more than once if they wanted to short rest.When you say avoided significant portion of the game do you mean environmental hazards? Or do you mean, strategically used to avoid encounters somehow? Something else? Curious as to specifics.
Same here. Pretty much same length of time to. Never seen it cast.I have literally never seen it cast, in any edition, going back 46 years.
I have seen Tiny Hut completely trivialize DM plans for having the environment conditions matter (e.g. heat/cold), but this is no more gamebreaking than say Goodberry or Dancing Lights completely trivializing food/drink and non-magical darkness.So, as the thread title says, has it been of any meaningful affect in your game, and if so, how so?
Nor have I, in the last 38 years.I have literally never seen it cast, in any edition, going back 46 years.
I see it effect other games often, though games that already have massive problems like a passive DM.
Such groups do the "five minute day trick" often. They attack, then cast the spell and rest, then attack at full power again.
Some groups use it as a tactical platform, where the wizard and archer use the hut in combat.
In my own game, the tiny hut only provides protection from weather. I very much delete the silly line where this low level spell can block any spell or magic effect. That is just beyond dumb. I add back the Ye Old "The spell provides protection against inclement winds and temperature within a certain range, but offers no protection against attacks from outside. Anyone can pass into and out of the hut"
