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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="LordEntrails" data-source="post: 7880462" data-attributes="member: 6804070"><p>Well, after decades of playing D&D these types of spells don't bother me as a DM or player. In every edition they are easy to "counter" as a DM if needed. But why would I need to in most cases? So what if the players have a safe place to get a long rest? Resources, including long rests, are something I've already accounted for during adventure design. Maybe the princess is dead if they take too many long rests. Or the ritual summoning the elemental prince is completed, maybe the orc tribe has up and left the area.</p><p></p><p>To me, it's a lot like saying flying PCs break the game. No, not really. It's a fantasy game with magic. These are things that yes they should be accounted for in the adventure design, but they should also be encouraged. Creativity, resourcefulness, and thinking outside the mundane are great fun. </p><p></p><p>Using a spell like tiny hut as a redoubt or to block doors? Go for it. Maybe it makes a fight much easier than I planned. So what? It doesn't hurt my feelings when the players are creative and "beat me". Because I don't play D&D as a competitive game. It's not me versus them. Winners and losers are not determined by PC success. They are determined by if myself and the players had fun. Were we entertained? Was it time well spent? If yes, then we all won, even if their was a TPK, or the monsters were a pushover.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 7880462, member: 6804070"] Well, after decades of playing D&D these types of spells don't bother me as a DM or player. In every edition they are easy to "counter" as a DM if needed. But why would I need to in most cases? So what if the players have a safe place to get a long rest? Resources, including long rests, are something I've already accounted for during adventure design. Maybe the princess is dead if they take too many long rests. Or the ritual summoning the elemental prince is completed, maybe the orc tribe has up and left the area. To me, it's a lot like saying flying PCs break the game. No, not really. It's a fantasy game with magic. These are things that yes they should be accounted for in the adventure design, but they should also be encouraged. Creativity, resourcefulness, and thinking outside the mundane are great fun. Using a spell like tiny hut as a redoubt or to block doors? Go for it. Maybe it makes a fight much easier than I planned. So what? It doesn't hurt my feelings when the players are creative and "beat me". Because I don't play D&D as a competitive game. It's not me versus them. Winners and losers are not determined by PC success. They are determined by if myself and the players had fun. Were we entertained? Was it time well spent? If yes, then we all won, even if their was a TPK, or the monsters were a pushover. [/QUOTE]
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Countering Rest Spells (Tiny Hut, Rope Trick, et al)
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