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As a DM - Your Top 3 Most Hated Spells
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<blockquote data-quote="Blue" data-source="post: 7872692" data-attributes="member: 20564"><p>I kind feel that people are missing the design point of spells like Leomund's Tiny Hut. Let me illustrate with another spell.</p><p></p><p>Back in the days of yore (okay, AD&D), traveling from point A to point B took a long time. Out of game. Because if you weren't travelling on well patrolled roads, there were wandering monsters. Bags of risk and XP. Which, as you got to be higher level became either improbably powerful for wanderers, or unbelievably trivial for high level characters.</p><p></p><p>But the teleport spell was all that. It could zip the characters from point A to known point B (so as not to negate discovery and exploration), but it avoided all of the boring parts of travel to allow DM and players to focus their session time on more interesting things.</p><p></p><p>Leomund's Tiny Hut fills a similar niche. At the opportunity of cost one less spell known / prepared (except wizards, who don't need to prepare to cast Rituals), it makes that you no longer need to worry about the whole making a campsight for the night issue.</p></blockquote><p></p>
[QUOTE="Blue, post: 7872692, member: 20564"] I kind feel that people are missing the design point of spells like Leomund's Tiny Hut. Let me illustrate with another spell. Back in the days of yore (okay, AD&D), traveling from point A to point B took a long time. Out of game. Because if you weren't travelling on well patrolled roads, there were wandering monsters. Bags of risk and XP. Which, as you got to be higher level became either improbably powerful for wanderers, or unbelievably trivial for high level characters. But the teleport spell was all that. It could zip the characters from point A to known point B (so as not to negate discovery and exploration), but it avoided all of the boring parts of travel to allow DM and players to focus their session time on more interesting things. Leomund's Tiny Hut fills a similar niche. At the opportunity of cost one less spell known / prepared (except wizards, who don't need to prepare to cast Rituals), it makes that you no longer need to worry about the whole making a campsight for the night issue. [/QUOTE]
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