Instead of continuing to hi-jack the other top-hated spells thread, I thought I'd start a thread on spells that allow you to rest. The poster child for this is the Tiny Hut, but there's also Rope Trick and Magnificent Mansion.
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Really like your ideas, which gave me several ideas I had not thought of to counter such a spell if it is necessary somehow.
But two principal questions come to my mind:
1. When I do state similar threads/ posts about things like how I do not like the fly/teleport/levitate spell / misty step abilities etc. in some of my campaigns I sometimes get loads of beef because my take on that is:
If there is something in a campaign which I do not like because it crosses some main ideas of the setup then it simply is not available.
That applies to all fluff, and spells (as well as classes, races items etc. are fluff!)
So that is the easiest thing to circumvent the problems which these spells can cause-, of course your examples are
eventually more fun at the table eventually which brings me to my second question:
2. So you as a DM decided everything is fair game, aka all RAW fluff is fluff in your campaign including those potentially pesky spells. As a good DM you communicated that to your players.
Up comes a resource straining encounter which leaves the party on the brink and in big need of rest.
So your players think "how do we resolve this best?"
Luckily out of the foreshadowing info you gave, the party mage expected some encounter which might be to tough for one take without good possibilities for a rest learned and prepared one of these spells.
So now your ideas are good if the party "abuses" the spell, e.g. they will not enter an encounter without a good nights of sleep in Leos tiny hut anymore, fully refreshed with complete spell contingent.
But if they use it in a very dire situation, then it would not be justified to counter it with one of your admittingly very sophisticated methods imho.
And you are right the enemy is not stupid, but it is also not genius either, maybe it is just a horde of orcs, and it is questionable whether they would realize at all what spell was in place etc.
So where do you draw the line, and maybe you have to invest more planning into encounter economy and campaign pace scheduling?
Generally, if I allow a spell in my campaign then I expect its usage, e.g. If I do not want the players to scale every city walls with levitate or fly, or to escape every jail with teleport then I simply do not allow those spells rather than retcon the city walls with magical laser canons and the jail cells with lead walls.