I would generally say that the rest-enablers have not been a problem in our campaigns. The amount of hate the spells got in the other thread was grossly disproportionate, IMO.
First of all, attacking the players while they rest isn't
that critical to the game. It's just not. You might like the verisimilitude it brings, but it's really not that interesting of a concept.
Second, the mere existence of these spells says pretty clearly that the designers intend that if the PCs try to rest hard enough, they should be able to do it. The game assumes that it's possible. Consequently, I see no real problem with
alarm,
rope trick, or
magnificent mansion. Similarly,
goodberry and
create food and water mean that the game assumes food and water should be problems that magic can readily solve. If you don't like that you're free to change the game.
I think the only remotely questionable spell is
tiny hut, and even then I don't think the hate was entirely warranted. I kept seeing people say that their players were using multiple
tiny hut spells to block off parts of the dungeon. This struck me as strange, because even in 5e the spell specifies that the spell immediately ends if the caster leaves the area of effect.
It's worth noting, too, that in prior editions where
tiny hut didn't hedge creatures out that it cost 1 action to cast. It was quite a useful combat spell in 3e simply because it provided concealment for all occupants.
If I were to change
tiny hut at all, I would make it work kind of like like
sanctuary or
invisibility. I would take this:
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Shuffle it around for clarity, and change it to this:
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Creatures and objects within the dome when you cast this spell can move through it freely. Spells and other magical effects can't extend through the dome or be cast through it.
Additionally, the dome provides limited protection to occupants. Any creatures and objects not within the dome when you cast this spell are barred from passing through the dome. However, if, while inside the dome, any of the creatures attacks, casts a spell that affects an enemy, or deals damage to another creature then this limited protection ends and any creatures and objects may pass through the dome freely. The dome remains opaque from the outside, potentially providing any occupants with concealment.