Level Up (A5E) What spells count as a Haven

Distracted DM

Distracted DM
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Thread topic: What spells count as a Haven
The end of my first post: "by this standard I would argue that while very few spells directly provide an option for a haven, many spells can be used to indirectly create a haven by dealing with the hazards that prevent a haven"

My post was essentially trying to make a substantive argument as to what are the sufficient qualities that comprise a haven and how those qualities can be replicated via spells without necessitating an absolutely explicit statement of "havenhood" from the spell description itself
Thanks, I appreciate you taking the time to explain it :)
 

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Thread topic: What spells count as a Haven
The end of my first post: "by this standard I would argue that while very few spells directly provide an option for a haven, many spells can be used to indirectly create a haven by dealing with the hazards that prevent a haven"

My post was essentially trying to make a substantive argument as to what are the sufficient qualities that comprise a haven and how those qualities can be replicated via spells without necessitating an absolutely explicit statement of "havenhood" from the spell description itself
I have only read LU, not played so I did some googling.

The A5e blog says "A haven is a place where you can rest, get a meal, a full night’s sleep, be protected from the elements, and are at little risk of attack. An inn is a haven; a campsite is not (although you can still take a long rest at a campsite—you just can’t recover fatigue or resolve). Some characters may be able to create havens in the wilderness, at least temporarily."

The srd has:
Vehicles: "A vehicle acts as a haven if it provides accommodation and shelter from the elements. At the Narrator’s discretion, the environment may not be suitable for it to act as a haven."

Encampment Stronghold feat: "At Grade 5, your familiarity with temporary structures is such that you can spend 1 hour to create a haven able to shelter a number of creatures equal to your proficiency bonus. You can’t use this feature again until you finish a long rest."

So based on that, it's plausible to get a proper rest on a ship or a traveler's wagon or a camp made by someone who is highly skilled at living outdoors.

There's plenty of wiggle room (pretty sure a dog sled or a canoe doesn't work as a haven)

Assuming the requirements are protection from elements, a level of defensibility notably greater than a simple tent, and some vague "accomodations" that might be buildable in an hour.

So based on that...

Meld into stone: you are ensconced in stone for 8 hours. "No trace of your presence is visible or detectable by nonmagical senses." You clearly have no concerns for the elements and attacks are between minimal and impossible, as with something like a mountain or just the bedrock, it may impossible to break enough rock to force you out in less than 8 hrs.

Wall of Stone: If you are in a cavern it's pretty easy to put up a barrier that is maybe 5ft of solid rock. Just put some narrow cracks at places for air. And have a plan to escape later. But you can probably sleep like a baby for 8 hours.

In a more traditional form of shelter, with rocky terrain (or a shovel to dig a bit) to anchor it, you can make a 40'L x 20'W x10'H box structure with 3" thick walls or more useful barn shape at 20'L x 20'W x 20'H (10ft side walls, arched roof) with a 10x20 panel to use as a loft, a "porch" to protect horses or curved wall in front of the door to protect from battering rams. Shape a few narrow windows/arrow slits, a simple chimney, and you just need to make or haul around a decent door.

Won't protect you from an army or a dragon but most wildlife will be baffled, as will quite a few bandits who might decide "it's not worth it"

And c'mon, 3" of stone have to be better than a wooden wagon or whatever it is Ranger Rick is able to whip up in an hour.
 
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steels12

Explorer
I have only read LU, not played so I did some googling.

The A5e blog says "A haven is a place where you can rest, get a meal, a full night’s sleep, be protected from the elements, and are at little risk of attack. An inn is a haven; a campsite is not (although you can still take a long rest at a campsite—you just can’t recover fatigue or resolve). Some characters may be able to create havens in the wilderness, at least temporarily."

The srd has:
Vehicles: "A vehicle acts as a haven if it provides accommodation and shelter from the elements. At the Narrator’s discretion, the environment may not be suitable for it to act as a haven."

Encampment Stronghold feat: "At Grade 5, your familiarity with temporary structures is such that you can spend 1 hour to create a haven able to shelter a number of creatures equal to your proficiency bonus. You can’t use this feature again until you finish a long rest."

So based on that, it's plausible to get a proper rest on a ship or a traveler's wagon or a camp made by someone who is highly skilled at living outdoors.

There's plenty of wiggle room (pretty sure a dog sled or a canoe doesn't work as a haven)

Assuming the requirements are protection from elements, a level of defensibility notably greater than a simple tent, and some vague "accomodations" that might be buildable in an hour.

So based on that...

Meld into stone: you are ensconced in stone for 8 hours. "No trace of your presence is visible or detectable by nonmagical senses." You clearly have no concerns for the elements and attacks are between minimal and impossible, as with something like a mountain or just the bedrock, it may impossible to break enough rock to force you out in less than 8 hrs.

Wall of Stone: If you are in a cavern it's pretty easy to put up a barrier that is maybe 5ft of solid rock. Just put some narrow cracks at places for air. And have a plan to escape later. But you can probably sleep like a baby for 8 hours.

In a more traditional form of shelter, with rocky terrain (or a shovel to dig a bit) to anchor it, you can make a 40'L x 20'W x10'H box structure with 3" thick walls or more useful barn shape at 20'L x 20'W x 20'H (10ft side walls, arched roof) with a 10x20 panel to use as a loft, a "porch" to protect horses or curved wall in front of the door to protect from battering rams. Shape a few narrow windows/arrow slits, a simple chimney, and you just need to make or haul around a decent door.

Won't protect you from an army or a dragon but most wildlife will be baffled, as will quite a few bandits who might decide "it's not worth it"

And c'mon, 3" of stone have to be better than a wooden wagon or whatever it is Ranger Rick is able to whip up in an hour.
Yeah, I like the way you think. A spell doesn't have to directly say it makes a haven to meet the requirements. I MIGHT argue about Meld into Stone, but that's more on the basis of "do the requirements to get a long rest fit into being encased in stone for 8 hours?", but that's more nebulous than anything. Overall I'd pretty much agree with all your points.

I would probably "☝️🤓 uhm acktuallee" the argument that the "under threat of attack" shouldn't simply count just for "are you literally, mechanically in threat of attack" but moreso "does your character feel as though their wellbeing is potentially physically threatened by resting here" which would disqualify even something like magnificent mansion if used in the wrong place. Granted, you wouldn't feel threatened using it in the deep wilds where only animals roam, because how is a wolf going to do anything to this spell, but just casting it in the middle of an open hallway intersection in the grand high vampire's lair might put you at unease realizing you're all one Dispel Magic from being shunted out into an ambush you don't even know the scope of.
 

On meld into stone, I see it more like the earthglide of xorn & elementals more than frozen in Carbonite. RAW says "You are aware of time passing, and may cast spells upon yourself." There's no restriction there so you can do verbal, somatic & material components. Somatic m3ans you can move and are unrestrained while material mwans not only can you dig through your pockets to pull out bits and bobs but you have some ability perceive yourself and your gear, so it's not a sensory deprivation tank.

Overall I'd pretty much agree with all your points.

I would probably "☝️🤓 uhm acktuallee" the argument that the "under threat of attack" shouldn't simply count just for "are you literally, mechanically in threat of attack" but moreso "does your character feel as though their wellbeing is potentially physically threatened by resting here" which would disqualify even something like magnificent mansion if used in the wrong place. Granted, you wouldn't feel threatened using it in the deep wilds where only animals roam, because how is a wolf going to do anything to this spell, but just casting it in the middle of an open hallway intersection in the grand high vampire's lair might put you at unease realizing you're all one Dispel Magic from being shunted out into an ambush you don't even know the scope of.
The part about "are at little risk of attack" could get a bit meta. "Little risk of attack" as judged by who? The characters? If so, an int5/wis5 character or just ignorant of magic might sleep great because "invisible magic house ftw!" while Nietzsche the mage can barely get a wink as they ponder the dangers of the unknowable void that is the future. Fools where angels fear to tread and all that.

Which begs the question, is the 1hr camp built by Ranger Rick (Encampment Stronghold Feat Grade 5+) only a haven because everyone trusts Ranger Rick to find a safe spot on the slope of Mt Doom even though its really just some artfully piled up bits of pumice and old skulls?
 
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steels12

Explorer
The part about "are at little risk of attack" could get a bit meta. "Little risk of attack" as judged by who? The characters? If so, an int5/wis5 character or just ignorant of magic might sleep great because "invisible magic house ftw!" while Nietzsche the mage can barely get a wink as they ponder the dangers of the unknowable void that is the future. Fools where angels fear to tread and all that.

Which begs the question, is the 1hr camp built by Ranger Rick (Encampment Stronghold Feat Grade 5+) only a haven because everyone trusts Ranger Rick to find a safe spot on the slope of Mt Doom even though its really just some artfully piled up bits of pumice and old skulls?

At this point I think the argument breaks down into semantics that aren't really meaningful, in a broad discussion at least. This would moreso, in my opinion, come down to the broad DnD rule of "specific trumps general", in that if your DM is specific about this kind of stuff, go with their interpretation. I could see an absolute slog of a brutalist campaign that's all about attrition focusing entirely on "No, at any point even a stray wolf could knock off hitpoints, and that adds up", but I could equally see a "fun over realism" DM just saying that all travel is just fast travel and these rules don't count.

In fact, if I took a harder stance, and I will, the term "little risk of attack" is already something that should be contextually understood by the players of the campaign. What counts as "little risk of attack"? You tell me, how brutal is your DM? Are you frequently carrying a 6-foot catchpole in dungeons scanning every tile for traps? Or are most of your bossfights resolved with "yeah that sounds cool enough". The players will understand what danger looks and feels like. It's similar to what Distracted DM had said: any inn is, in theory, at threat of being burned down by a dragon at any time, but would your DM actually do that such to the degree it becomes real in the minds of your collective characters?
 

Oddly, this past weekend my group was discussing a GM several of us had back in the 90s where I would say their games never had a haven. Ever. The only way you slept well was if you were new to his campaigns.

One other player described his campaigns, regardless of game system, as "It wasn't that you couldn't have nice things, it was that you couldn't have things. Spend all your loot on a house and it will be burned down in 3 days. Don't bother sleeping in a van down by the river, it will be stolen or set on fire by bored kids in less than a week."

It was a constant toil to keep from sleeping in a muddy ditch at the edge of town. Great player, should have only run Call of Cthulu or Paranoia.

And while it is game breaking, I can't help but love the idea that if a person believes some place is a haven, they get to rest, because then you get encounters where pixie magic let's you get a great rest in a mansion but wake up in a collapsed hut. Or a con artist tell traveller's they know special camp grounds that have old wards on them, so those people are having a great trip until something pulls back the curtain, possibly when their "guide" vanishes with most of their supplies.

I think of that one scene in so many movies where the struggling group arrive somewhere with the barest possibility of safety, the neophytes say "ahh, finally we're safe!" while the two wiser characters share a look before saying "Find a place to bunk down, get some rest, we leave in the morning."

Modeling "lost innocence" in a system is not easy.
 

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