To support bacon bits........
As far as the, "You can't do that at an AL table!" argument to altering spells:
First of all, I don't care. AL is not the tail wagging the D&D dog. If some spell or feature in D&D is crap in AL, that's AL's problem to solve, not D&D's. That's why the AL FAQ exists, which directly modifies several spells. That's also why the rewards rules are so strict and alter so many magic items when moving to different adventures. AL has to handle it's own messes.
Second of all, the only thing an AL DM can't do is implement new rules. You're explicitly told in the ALDMG to adjust or improvise not just encounters, but the adventure itself as long as you stick to it's spirit.
I've never seen the spell used in this fashion and I have a hard time envisioning how it would work. If the party has a protected spot, why would enemies attack knowing they can't harm the PCs? Generally speaking most adventures revolve around stopping the BBEG from doing something, retrieving a McGuffin and so on. They aren't doing any of that if they aren't moving.That only works if Tiny Hut is only used for resting.
The more efficient use for it is for blocking hallways, creating safe zones or if you manage to cast it in a good spot forward bunker for your archers to attack from without fear of reprisal.
Even when you get interrupted, you lost nothing as the ritual hut is free.The 10 minute casting time is not insignificant. 10 minutes is a very long time in a dungeon and it seems people are forgetting their sense of time when arguing about Tiny Hut. Nobody has even tried responding to the fact that roaming enemies will easily interrupt the caster which I find odd since there must be an answer for everything.
I agree with monsters not being static piles of stats waiting to be slaughtered.If it is used and effective depends on both the players and the DM.
Generally newer players who have been lulled in by the Combat as Sports philosophy don't recognize the power of the hut and only use it for its advertised function.
But the people who recognize it sometimes start spamming it, its free after all, which is especially effective when the DM runs a dynamic dungeon instead of having the monsters wait in their rooms for the PCs to arrive to slaughter them.
Not sure what kind of campaign you run, I admit I don't use old school dungeons so this would never happen in my game. There will almost always be a back door or way to get around a single choke point.Come to a crossroad? Create a hut and depending on the architecture you have split the enemies forces in half.
A suspicious sarcophagus? Create a hut and the open it. A trap? Create a hut before attempting to disable it.
In some cases the PCs might even succeed in creating a hut right before the room of the BBEG although that likely requires some setup and the real spell instead of a ritual and now have a bunker to retreat to and depending on the layout force the enemy to abandon his position unless he wants to be shot at from inside the hut.
The hut is also very useful for Helms Deep type scenarios. Orks break down the door? Cast a hut right behind the door. Not only did the orcs achieve nothing, you can now freely attack the orcs unless they have dispell magic forcing them to retreat and letting you repair the door.
And especially in such scenarios where you have a long time to prepare you can set up multiple huts to make dispelling them less effective. I still have an open argument about if you can create a hut inside a hut to have multiple layers.
So, a white room problem that is easily fixed without changing the spell. Okay.The video didn't make it clear what the "cook and book" was meaning for me either. I could see the "cook" part was heating the knight's armour, but book left me puzzled as well... Looking for the term in m-w, I discovered this meaning for the verb book: "
3 slang : leave, go especially : to depart quickly We booked out of there.
"
So apparently, it must refer to the tactic consisting of casting Heat Metal and running away for 10 rounds to be out of range and thus not have your concentration threatened for 10 rounds and a total of 20d8 no-save damage for a level-2 spell.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.