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As a DM - Your Top 3 Most Hated Spells
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<blockquote data-quote="Tony Vargas" data-source="post: 7873462" data-attributes="member: 996"><p>To be clear, none of the old versions stopped creatures, spells or projectiles from passing through the Hut, so the fact they were spheres extending into the ground (which just seemed to be how 1e wrote such 'sphere' AEs, in general) only mattered to the things it <em>did</em> protect against, like heat & cold.</p><p></p><p></p><p>Because what encounter (& class) balance the game is designed to deliver is based around an approximate number of resource-draining challenges (typically combats) between rests (and a number of short rests between long rests). And, it's up to the DM to force that balance point, by limiting the kinds of stories he tells, sandboxes he sets up, and/or genres he seeks to emulate. Which is tough enough, without the players having "we rest" buttons.</p><p></p><p>...yet...</p><p></p><p>Right?</p><p>It seems obvious that the in-tent(pi) of Rope Trick is "take a short rest whenever you want," and L. Tiny (comfortably sleeps 9, 'tiny') Hut is the Long-rest upgrade, with M. Magnificent Mansion the delux presidential suite version (D. Instant Fortress for any lucky non-casters out there).</p><p></p><p>...so...</p><p></p><p>What? is it one of those left hand doesn't know what the right is doing moments?</p><p></p><p>OTLH, pretensions to class & encounter balance rest on long 6-8 encounter days with only 2-3 short rests among them, between precious, infrequent, long rests - <em>especially</em> as the party gets higher level and has more and more resources to blow through each day. </p><p>OTRH, spells like Alarm, Rope Trick, L.Tiny Hut, Teleport, and M. Magnificent Mansion seem intended to facilitate rests, making it easier and easier for the party to rest more or less at whim ('at-will' having a different meaning in common D&D usage) - <em>especially</em> as they get higher level and have more resources to get through each day.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7873462, member: 996"] To be clear, none of the old versions stopped creatures, spells or projectiles from passing through the Hut, so the fact they were spheres extending into the ground (which just seemed to be how 1e wrote such 'sphere' AEs, in general) only mattered to the things it [I]did[/I] protect against, like heat & cold. Because what encounter (& class) balance the game is designed to deliver is based around an approximate number of resource-draining challenges (typically combats) between rests (and a number of short rests between long rests). And, it's up to the DM to force that balance point, by limiting the kinds of stories he tells, sandboxes he sets up, and/or genres he seeks to emulate. Which is tough enough, without the players having "we rest" buttons. ...yet... Right? It seems obvious that the in-tent(pi) of Rope Trick is "take a short rest whenever you want," and L. Tiny (comfortably sleeps 9, 'tiny') Hut is the Long-rest upgrade, with M. Magnificent Mansion the delux presidential suite version (D. Instant Fortress for any lucky non-casters out there). ...so... What? is it one of those left hand doesn't know what the right is doing moments? OTLH, pretensions to class & encounter balance rest on long 6-8 encounter days with only 2-3 short rests among them, between precious, infrequent, long rests - [I]especially[/I] as the party gets higher level and has more and more resources to blow through each day. OTRH, spells like Alarm, Rope Trick, L.Tiny Hut, Teleport, and M. Magnificent Mansion seem intended to facilitate rests, making it easier and easier for the party to rest more or less at whim ('at-will' having a different meaning in common D&D usage) - [I]especially[/I] as they get higher level and have more resources to get through each day. [/QUOTE]
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