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

I've only seen it used a few times, it was never particularly disruptive or game changing. Casting it in an area where it can be noticed is just giving the enemy time to prepare or implement countermeasures.
 

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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.

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.
 

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.
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.
 


We mostly skew lower level so not much just due to that.

The spell is theoretically good because it can trivialize one whole playstyle. Though there's quite a few where it has virtually no impact due to DM's just not targeting PC's during rests because the PC's aren't trying to abuse rests. And of course even if it's used the DM can employ narrative countermeasures to ensure difficulty isn't trivialized.

Then there's the separate issue of, the player using it may not realize the kind of impact it had in warding off encounters that simply didn't occur because of it. The DM may not realize he's changed his meta approach such that he's just not sending nighttime ambushes at the party any more because of tiny hut. Etc.

Most DM's IME aren't going to have players ambushed in a rest if they are right at deaths door, which is what Tiny Hut most helps to prevent. DM's don't want TPKs.
 

So, as the thread title says, has it been of any meaningful affect in your game, and if so, how so?
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.

I have never seen it matter for avoiding random encounters during rests. If enemies were going to attack during a rest then those enemies always either a) have dispel magic, or b) set up an ambush once Tiny Hut drops.
 


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"
 


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"

I don't really do random encounters, but I do try to run enemies as intelligent. Let's say the characters are invading a hobgoblin keep. If they notice a hut, what are they going to do? Shrug and go on with their day or gather everyone around to figure out what to do with the intruders? Exact details of what they prepare whether that's ambushes, traps, get someone with dispel magic, summon reinforcements, pack up and leave are all going to depend on the scenario.

But sure, go from potentially picking off enemies in small groups to facing every hobgoblin in the keep that are aware of your presence and have had time to get ready.
 

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