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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: 7882603" data-attributes="member: 6801845"><p>Again the "nothing can be done, woe is me, approach".</p><p></p><p>Burying the hut under a ton of ice, rock or magma could never work. Dragons have double the distance darkvision of most PC races but have to come within range of bow attacks and stick around to be shot at. No dragon anywhere could build any additional defenses with 8 hours of prep when the PCs can't see what they're doing. No dragon has allies that can be summoned.</p><p></p><p>I'm not going through the list, let's just discuss the black dragon that can do "nothing". Do his darkness thing, fly around grabbing some decent sized trees* (or muck-soaked plants, corpses of fallen adventurers or whatever else is handy) and start burying the hut. They can see just fine in the darkness with his blindsight. Party can't see what's happening, just hear some thuds. spell ends, a couple tons of tree fall on their head unless they leave the hut to find out what's going on. Yep. Poor, poor black dragon can do absolutely nothing. </p><p></p><p>Assuming of course he doesn't just dig a trench up to or around the hut, wait for the trench to fill with water and then dig underneath the hut and use his grasping tide to pull out PCs one by one. </p><p></p><p>If the party comes out to find out what's going on, cool. He can see in the darkness, they can't so win for the dragon.</p><p></p><p>I'm not going to tell you how to run your game. It seems that you've decided an immobile hut gives the party a long rest under any circumstances with no consequences. No one can possibly give you advice or options on how to deal with it. So be it. I'd rather ask for advice when I'm not sure what to do rather than insult anyone trying to help. I'd rather have a game where monsters aren't just static piles of numbers waiting to be slain. One where they reasonably assess risks. A world where the do something other than what's listed in their stat block.</p><p></p><p><em>*Carrying capacity is strength times 15 times 4 for huge creatures. All dragons can carry quite a bit more than 1,000 pounds. I've always ruled that if you can carry it you can fly.</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 7882603, member: 6801845"] Again the "nothing can be done, woe is me, approach". Burying the hut under a ton of ice, rock or magma could never work. Dragons have double the distance darkvision of most PC races but have to come within range of bow attacks and stick around to be shot at. No dragon anywhere could build any additional defenses with 8 hours of prep when the PCs can't see what they're doing. No dragon has allies that can be summoned. I'm not going through the list, let's just discuss the black dragon that can do "nothing". Do his darkness thing, fly around grabbing some decent sized trees* (or muck-soaked plants, corpses of fallen adventurers or whatever else is handy) and start burying the hut. They can see just fine in the darkness with his blindsight. Party can't see what's happening, just hear some thuds. spell ends, a couple tons of tree fall on their head unless they leave the hut to find out what's going on. Yep. Poor, poor black dragon can do absolutely nothing. Assuming of course he doesn't just dig a trench up to or around the hut, wait for the trench to fill with water and then dig underneath the hut and use his grasping tide to pull out PCs one by one. If the party comes out to find out what's going on, cool. He can see in the darkness, they can't so win for the dragon. I'm not going to tell you how to run your game. It seems that you've decided an immobile hut gives the party a long rest under any circumstances with no consequences. No one can possibly give you advice or options on how to deal with it. So be it. I'd rather ask for advice when I'm not sure what to do rather than insult anyone trying to help. I'd rather have a game where monsters aren't just static piles of numbers waiting to be slain. One where they reasonably assess risks. A world where the do something other than what's listed in their stat block. [I]*Carrying capacity is strength times 15 times 4 for huge creatures. All dragons can carry quite a bit more than 1,000 pounds. I've always ruled that if you can carry it you can fly.[/I] [/QUOTE]
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Countering Rest Spells (Tiny Hut, Rope Trick, et al)
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