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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="Asisreo" data-source="post: 7880497" data-attributes="member: 7019027"><p>I have to agree with the mod. This discussion has become ridiculous. I understand there's a difference of opinion but arguments saying "You're so attached to your idea that you don't see how stupid it is" is neither relevant to the discussion nor an argument in itself. This thread is meant to discuss ways to counter what people consider a "broken spell" and there have been valid counters since the first page of this thread. This thread is not the "dissect the ideas I've come up with and explain why I'm an idiot." It IS productive to point out glaring flaws but it isn't productive to point out EVERY scenario where the counter falls flat. Full cover might not work for a completely competent group of adventurers but its worth a shot. No group is perfect and in-the-moment best choices are rare. </p><p></p><p>That being said, hostility formed on both sides of this discussion. This whole website makes it hard to believe this is a discussion on something that brings people joy and not the worst obligation a human must endure. Why does it hurt knowing someone did or didn't ban a spell? You give your opinion on the relevant discussion and move on. </p><p></p><p>Personally, I wouldn't ban Tiny Hut for 2 reasons. </p><p></p><p>1. The more restrictions I place on a character, the less likely they'll get to play they're favorite roleplay/build which is pretty lame, imo.</p><p></p><p>2. It really isn't that big a deal that players get a free long rest since they have to wait 16 hours before being able to benefit from a new one. None of my encounters are reliant that it interrupts a rest and I just need to keep them moving to the boss before they get a chance to re-rest which should be easy in a dungeon's minute-by-minute travel pace. </p><p></p><p>That's how my campaign works so there isn't really a rebuttal to this. If YOUR campaign doesn't work like that, feel free to explain why. Oh, and 10 minutes is plenty of time to interrupt the casting since a creature can move 300 10ft-squares in a dungeon in that time. They'll be constantly interrupted. At least, that's how it works in MY campaign.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 7880497, member: 7019027"] I have to agree with the mod. This discussion has become ridiculous. I understand there's a difference of opinion but arguments saying "You're so attached to your idea that you don't see how stupid it is" is neither relevant to the discussion nor an argument in itself. This thread is meant to discuss ways to counter what people consider a "broken spell" and there have been valid counters since the first page of this thread. This thread is not the "dissect the ideas I've come up with and explain why I'm an idiot." It IS productive to point out glaring flaws but it isn't productive to point out EVERY scenario where the counter falls flat. Full cover might not work for a completely competent group of adventurers but its worth a shot. No group is perfect and in-the-moment best choices are rare. That being said, hostility formed on both sides of this discussion. This whole website makes it hard to believe this is a discussion on something that brings people joy and not the worst obligation a human must endure. Why does it hurt knowing someone did or didn't ban a spell? You give your opinion on the relevant discussion and move on. Personally, I wouldn't ban Tiny Hut for 2 reasons. 1. The more restrictions I place on a character, the less likely they'll get to play they're favorite roleplay/build which is pretty lame, imo. 2. It really isn't that big a deal that players get a free long rest since they have to wait 16 hours before being able to benefit from a new one. None of my encounters are reliant that it interrupts a rest and I just need to keep them moving to the boss before they get a chance to re-rest which should be easy in a dungeon's minute-by-minute travel pace. That's how my campaign works so there isn't really a rebuttal to this. If YOUR campaign doesn't work like that, feel free to explain why. Oh, and 10 minutes is plenty of time to interrupt the casting since a creature can move 300 10ft-squares in a dungeon in that time. They'll be constantly interrupted. At least, that's how it works in MY campaign. [/QUOTE]
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