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General Tabletop Discussion
*Dungeons & Dragons
Countering Rest Spells (Tiny Hut, Rope Trick, et al)
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<blockquote data-quote="Oofta" data-source="post: 7874181" data-attributes="member: 6801845"><p>When it comes to dealing with spell like tiny hut you only have a few options.</p><p></p><p>1) Ban it. Easy to do, just say "I don't allow that spell." I do it for a handful of spells, tiny hut doesn't happen to be one of them.</p><p></p><p>2) Modify it. Giving it hit points is one option. I briefly considered saying that no attacks (melee or ranged) could affect a creature outside the hut but decided against it since I don't mind firing arrows at the bear outside camp.</p><p></p><p>3) Complain about it. You're entitled, but it doesn't solve anything. WOTC is not going to change the spell for you. I doubt anyone official ever reads these threads. To me, it's just boring after a while. </p><p></p><p>4) Figure out alternate tactics. I gave a few, most of which could be done without using any magic at all. Blocking entrances is as simple as stone or wood, poison can be alchemical and so on. I think people greatly underestimate the lengths people will go to when protecting themselves and how much they would prepare for invasion from hostile forces. People spent thousands of man hours and countless gold building castles in a never ending arms race. Assuming magic is a known part of the campaign world why wouldn't people have pre-planned counters to magic?</p><p></p><p>But there are also very simple magical counters. Dispel magic, shape stone, rock to mud. Cast Thaumaturgy and start singing "This is the song that never ends" at triple volume so they can't sleep. Heck, gather a few buddies and cast fog cloud. Either the people rush out to attack before they've recovered (which is what you want anyway) or they give you hours to build up the box o' death.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7874181, member: 6801845"] When it comes to dealing with spell like tiny hut you only have a few options. 1) Ban it. Easy to do, just say "I don't allow that spell." I do it for a handful of spells, tiny hut doesn't happen to be one of them. 2) Modify it. Giving it hit points is one option. I briefly considered saying that no attacks (melee or ranged) could affect a creature outside the hut but decided against it since I don't mind firing arrows at the bear outside camp. 3) Complain about it. You're entitled, but it doesn't solve anything. WOTC is not going to change the spell for you. I doubt anyone official ever reads these threads. To me, it's just boring after a while. 4) Figure out alternate tactics. I gave a few, most of which could be done without using any magic at all. Blocking entrances is as simple as stone or wood, poison can be alchemical and so on. I think people greatly underestimate the lengths people will go to when protecting themselves and how much they would prepare for invasion from hostile forces. People spent thousands of man hours and countless gold building castles in a never ending arms race. Assuming magic is a known part of the campaign world why wouldn't people have pre-planned counters to magic? But there are also very simple magical counters. Dispel magic, shape stone, rock to mud. Cast Thaumaturgy and start singing "This is the song that never ends" at triple volume so they can't sleep. Heck, gather a few buddies and cast fog cloud. Either the people rush out to attack before they've recovered (which is what you want anyway) or they give you hours to build up the box o' death. [/QUOTE]
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Community
General Tabletop Discussion
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Countering Rest Spells (Tiny Hut, Rope Trick, et al)
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