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As a DM - Your Top 3 Most Hated Spells
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<blockquote data-quote="tetrasodium" data-source="post: 7872711" data-attributes="member: 93670"><p>The fact that a GM even needs to say such an absurdly obvious thing testifies at just how munchkiny the spell itself is. An impenetrable giant dome of force that protected the party from the unknown horrors that stumble across & start lurking on the other side in ambush over the next 8 hours might be better balanced since it would shift the bar for "are we safe to rest <em>here</em>" from "someone will keep watch & we can ready ourselves to kill it or evac through some means if an army stumbles in all at once" to "I..... donnnt<em> think</em> so"</p><p></p><p>Compare it to some of the older editions & the munchkin design goals become blindingly obvious</p><p>[SPOILER="1e?"]</p><p></p><p><strong>Leomund's Tiny Hut (Alteration)</strong></p><p>Level: 3 Components: V, S, M</p><p>Range: 0 Casting Time: 3 segments</p><p>Duration: 6 turns/level Saving Throw: None</p><p>Area of Effect: 10' diameter sphere</p><p></p><p>Explanation/Description: When this spell is cast, the magic-user causes an opaque sphere of force to come into being around his or her person, half of the sphere projecting above the ground or floor surface, the lower hemisphere passing through the surface. This field causes the interior of the sphere to maintain at 70' F. temperature in cold to 0" F., and heat up to 105" F. Cold below 0" lowers inside temperature on a 1 for 1 basis, heat above 105' raises the inside temperature likewise. The tiny hut will with- stand winds up to 50 m.p.h. without being harmed, but wind force greater than that will destroy it. The interior of the tiny hut is a hemisphere, and the spell caster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from positions outside, it is transparent from within. In no way will Leomund's Tiny Hut provide protection from missiles, weapons, spells, and the like. Up to 6 other man-sized creatures can fit into the field with its creator, and these others can freely pass in and out of the tiny hut without harming it, but if the spell caster removes himself from it, the spell will dissipate. The material component for this spell is a small crystal bead which will shatter when spell duration expires or the hut is otherwise dispelled.</p><p><a href="https://www.therpgsite.com/showthread.php?39828-D-amp-D-How-did-Leomund-s-Tiny-Hut-work-in-past-editions&p=1065039&viewfull=1#post1065039" target="_blank">source</a>[/SPOILER]</p></blockquote><p>That's practically instant, positively fragile, tiny, and scary compared to 5e. Also keep in mind that recovery was much slower & long/short rests weren't a thing</p><p></p><p>[SPOILER="3.5"]</p><p><span style="font-size: 26px"><strong>Tiny Hut</strong></span></p><p><strong><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#evocation" target="_blank">Evocation</a> [<a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#descriptor" target="_blank">Force</a>]</strong></p><table style='width: 100%'><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#level" target="_blank">Level</a>:</th><td><a href="https://www.d20srd.org/srd/spellLists/bardSpells.htm#thirdLevelBardSpells" target="_blank">Brd 3</a>, <a href="https://www.d20srd.org/srd/spellLists/sorcererWizardSpells.htm#thirdLevelSorcererWizardSpells" target="_blank">Sor/Wiz 3</a></td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#components" target="_blank">Components</a>:</th><td>V, S, M</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#castingTime" target="_blank">Casting Time</a>:</th><td>1 <a href="https://www.d20srd.org/srd/combat/actionsInCombat.htm#standardActions" target="_blank">standard action</a></td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#range" target="_blank">Range</a>:</th><td>20 ft.</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#effect" target="_blank">Effect</a>:</th><td>20-ft.-radius sphere centered on your location</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#duration" target="_blank">Duration</a>:</th><td>2 hours/level (D)</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#savingThrow" target="_blank">Saving Throw</a>:</th><td>None</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#spellResistance" target="_blank">Spell Resistance</a>:</th><td>No</td></tr></table><p>You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.</p><p></p><p></p><p>The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.</p><p></p><p>The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have <a href="https://www.d20srd.org/srd/combat/combatModifiers.htm#totalConcealment" target="_blank">total concealment</a>).</p><p></p><p><strong>Material Component</strong></p><p>A small crystal bead that shatters when the spell duration expires or the hut is dispelled.</p><p></p><p style="text-align: center"></p><p>[URL unfurl="true"]https://www.d20srd.org/srd/spells/tinyHut.htm[/URL][/SPOILER]</p><p>Looks pretty similar if not the same.</p><p></p><p>[SPOILER="4e"]</p><p><strong>Leomund's Tiny Hut</strong> is a ritual introduced in Heroic Tier Rituals.[<a href="https://dnd4.fandom.com/wiki/Dragon_(magazine)" target="_blank">Dr405</a>]</p><p></p><p>The ritual creates an opaque, unmoving sphere in a close burst 4, half of the sphere being below ground. Creatures other than the caster can enter and exit the sphere freely. The ritual is discharged early if the caster exits the sphere.</p><p></p><p>The sphere's interior is 70 degrees Fahrenheit, and protects against normal weather such as wind, rain or dust. The caster can adjust the sphere's luminance to be unlit or have dim light. The sphere is transparent from within, but opaque from outside. Creatures inside the sphere have total concealment from creatures outside it.</p><p>[/SPOILER]</p><p></p><p>You can explicitly see out now & it was sturdy, & long/short rests are the name of the game but eek that's <em>expensive</em>..... my coinpurse thinks we should find another</p><p></p><p>5e?... free to cast... no slot cost... anyone but the caster can go in & out if the caster lets them, you can see out but not in, you don't need to care about breathable air, wall & area spells now get blocked from extending through it, bullette & other burrowing creatures are a threat so prepare for gm vrs player tensions.</p><p></p><p></p><p>[USER=20564]@Blue[/USER] the old versions were good yes, but not perfect & resting to recover hp/spell slots was a very different process that tiny hut did not last long enough to do for a loooooooooong time. the version in 5e goes way beyond even the rose colored glass tinted role you cite & at a level/opportunity cost much lower than it would be useful for that in the old versions when you factor in how spell prep worked. Prepping tiny hut meant you had a spell slot devoted to it regardless of if you needed it or not.</p><p>[/QUOTE]</p>
[QUOTE="tetrasodium, post: 7872711, member: 93670"] The fact that a GM even needs to say such an absurdly obvious thing testifies at just how munchkiny the spell itself is. An impenetrable giant dome of force that protected the party from the unknown horrors that stumble across & start lurking on the other side in ambush over the next 8 hours might be better balanced since it would shift the bar for "are we safe to rest [I]here[/I]" from "someone will keep watch & we can ready ourselves to kill it or evac through some means if an army stumbles in all at once" to "I..... donnnt[I] think[/I] so" Compare it to some of the older editions & the munchkin design goals become blindingly obvious [SPOILER="1e?"] [B]Leomund's Tiny Hut (Alteration)[/B] Level: 3 Components: V, S, M Range: 0 Casting Time: 3 segments Duration: 6 turns/level Saving Throw: None Area of Effect: 10' diameter sphere Explanation/Description: When this spell is cast, the magic-user causes an opaque sphere of force to come into being around his or her person, half of the sphere projecting above the ground or floor surface, the lower hemisphere passing through the surface. This field causes the interior of the sphere to maintain at 70' F. temperature in cold to 0" F., and heat up to 105" F. Cold below 0" lowers inside temperature on a 1 for 1 basis, heat above 105' raises the inside temperature likewise. The tiny hut will with- stand winds up to 50 m.p.h. without being harmed, but wind force greater than that will destroy it. The interior of the tiny hut is a hemisphere, and the spell caster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from positions outside, it is transparent from within. In no way will Leomund's Tiny Hut provide protection from missiles, weapons, spells, and the like. Up to 6 other man-sized creatures can fit into the field with its creator, and these others can freely pass in and out of the tiny hut without harming it, but if the spell caster removes himself from it, the spell will dissipate. The material component for this spell is a small crystal bead which will shatter when spell duration expires or the hut is otherwise dispelled. [URL='https://www.therpgsite.com/showthread.php?39828-D-amp-D-How-did-Leomund-s-Tiny-Hut-work-in-past-editions&p=1065039&viewfull=1#post1065039']source[/URL][/SPOILER] [/QUOTE] That's practically instant, positively fragile, tiny, and scary compared to 5e. Also keep in mind that recovery was much slower & long/short rests weren't a thing [SPOILER="3.5"] [SIZE=7][B]Tiny Hut[/B][/SIZE] [B][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#evocation']Evocation[/URL] [[URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#descriptor']Force[/URL]][/B] [TABLE] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#level']Level[/URL]:[/TH] [TD][URL='https://www.d20srd.org/srd/spellLists/bardSpells.htm#thirdLevelBardSpells']Brd 3[/URL], [URL='https://www.d20srd.org/srd/spellLists/sorcererWizardSpells.htm#thirdLevelSorcererWizardSpells']Sor/Wiz 3[/URL][/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#components']Components[/URL]:[/TH] [TD]V, S, M[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#castingTime']Casting Time[/URL]:[/TH] [TD]1 [URL='https://www.d20srd.org/srd/combat/actionsInCombat.htm#standardActions']standard action[/URL][/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#range']Range[/URL]:[/TH] [TD]20 ft.[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#effect']Effect[/URL]:[/TH] [TD]20-ft.-radius sphere centered on your location[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#duration']Duration[/URL]:[/TH] [TD]2 hours/level (D)[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#savingThrow']Saving Throw[/URL]:[/TH] [TD]None[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#spellResistance']Spell Resistance[/URL]:[/TH] [TD]No[/TD] [/TR] [/TABLE] You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends. The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have [URL='https://www.d20srd.org/srd/combat/combatModifiers.htm#totalConcealment']total concealment[/URL]). [B]Material Component[/B] A small crystal bead that shatters when the spell duration expires or the hut is dispelled. [CENTER][/CENTER] [URL unfurl="true"]https://www.d20srd.org/srd/spells/tinyHut.htm[/URL][/SPOILER] Looks pretty similar if not the same. [SPOILER="4e"] [B]Leomund's Tiny Hut[/B] is a ritual introduced in Heroic Tier Rituals.[[URL='https://dnd4.fandom.com/wiki/Dragon_(magazine)']Dr405[/URL]] The ritual creates an opaque, unmoving sphere in a close burst 4, half of the sphere being below ground. Creatures other than the caster can enter and exit the sphere freely. The ritual is discharged early if the caster exits the sphere. The sphere's interior is 70 degrees Fahrenheit, and protects against normal weather such as wind, rain or dust. The caster can adjust the sphere's luminance to be unlit or have dim light. The sphere is transparent from within, but opaque from outside. Creatures inside the sphere have total concealment from creatures outside it. [/SPOILER] You can explicitly see out now & it was sturdy, & long/short rests are the name of the game but eek that's [I]expensive[/I]..... my coinpurse thinks we should find another 5e?... free to cast... no slot cost... anyone but the caster can go in & out if the caster lets them, you can see out but not in, you don't need to care about breathable air, wall & area spells now get blocked from extending through it, bullette & other burrowing creatures are a threat so prepare for gm vrs player tensions. [USER=20564]@Blue[/USER] the old versions were good yes, but not perfect & resting to recover hp/spell slots was a very different process that tiny hut did not last long enough to do for a loooooooooong time. the version in 5e goes way beyond even the rose colored glass tinted role you cite & at a level/opportunity cost much lower than it would be useful for that in the old versions when you factor in how spell prep worked. Prepping tiny hut meant you had a spell slot devoted to it regardless of if you needed it or not. [/QUOTE]
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