D&D General Has Tiny Hut actually affected your game? Or has it otherwise mattered?

If we assume that the party is equally in danger if they don't rest and keep fighting or do rest and have to deal with the monsters that come to them, I don't really see how anything changes.
It usually isn't, though. If they kill a few of the bandits in a room and rest for 8 hours, odds are high that someone is going to wander in, find them, and then alert everyone else for a house search. If you kill those few and move on quietly, you could get through most of the house before an alarm is raised, and even if one is raised, there will be confusion and probably no set plan or time to come up with one.

The danger of continuing on is very often less than using the hut.
 

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Long rests have been so hard to come by in my campaign. It has been good for them... particularly because the wizard has a huge backlog of craft and arcana/identify activity... Though it may lead to TPK if they feel overly safe and decide to use it while there is any evidence of a growing undead horde gathering around the party
 

There are three basic solutions mentioned here. The first is throwing "things"to completely bury the hut and moving on. Second is dispel magic. Thirdly is a variation of "Mario the princess is in another castle"


Right out of the gate is the fact that all three flatly ignore the fact that players/pcs can see out and the opponents can not see in. As a result they all depend on the players not using the toxically adversarial rest rules to set a watch at zero cost to all but the smallest of pwrties -OR- Worse is the idea that they depend on they depend on players noticing they are discovered but choose to do nothing. All good f those are serious enough problems for the scenarios that follow for serious problems of credibility in the hypothetical scenario right from the start. While I have seen players react to being discovered during a rest i 5e by continuing their rest, the results were god awful and players were outraged even without tiny hut. Once you clear that gate is the problem 5e uniquely introduced with malicious compliance in the shift away from ADEU to attrition based adventuring days with the introduction short rest classes. Those PC's only need to be uninterrupted for one hour in order to regain enough nova capability to obliterate any wanderers who discovers their rest when backed by other changes undermining the attrition over adventuring day model like unlimited at will cantrips. The short rest PC's can go full nova on whoever discovered their rest because it's so easy to recover from it anyways.

If the bad guys see a hut they don't need to see what's inside. In most cases the characters have already caused disruption and had other fights, the enemy is likely already in high alert. If they weren't in a hostile environment there is little reason to cast the spell. If a glowing dome suddenly shows up in someone's foyer, they're going to assume it's something hostile, especially when they already know someone has broken in.

If you have a lot of characters with short rest classes that just means the GM has to adjust. In today's game I had 2 out of 5 of the party members unconscious with most of the rest in low double digits in two different combats. The first was after a short rest (they're level 8, the monk reset most things, the barbarian got back a rage, the wizard got back spells). In the next fight after a long rest and only fight of the day it was similar, just different characters. Probably the only reason I didn't have any deaths is because they've all purchased periapts of wound closure. The game is as challenging as the GM wants to make it.

I don't know if you've ever tried to dig a hole of any size, maybe even level out a few cubic feet of your yard, but it's long backbreaking work that very much would be discovered before players are at any risk of being entombed unless monsters have iceman style powers.

There are several monsters that have burrow speeds or can phase through solid rock.

I'm not aware of many monsters competing with Bobby Drake on that front, so we move on because that first example is one that depends on questionably believable players who choose not to react and nakedly adversarial fiat empowered foes. That beings it to the dual rest/recovery cycle. Yes, eight hours is a long time where monsters could accomplish a lot , but the party doesn't need 8 hours, they need one. The volume of patrols and wandering monsters needed to thwart that shifts from d&d to half minute hero eal quickly without video game style unlimited monster spawns fueling it or something.

I have no idea what you're talking about, sorry. They took a short rest in today's game by casting Prayer of Healing which gives them the benefit of a short rest. Didn't help much.

On the cast dispel via slot/scroll front you immediately crash into the massive world building implications of what having dispel magic that common triggers. I'm not even going to thought experiment what that nightmare realm might look like but the closest I can imagine would probably look a lot like the world of Peter V Brett's demon cycle where relatively mindless monsters spawn and try to kill anything living every day after sundown... Roger half grip may have been the best example of abats I've seen in fiction,but I can't imagine running or playing d&d in such a world

I regularly give spellcasters spells they don't have on their prep list - I view those as a quick guide to what they're probably going to cast. Besides my example was going to get someone else (perhaps involuntarily) to cast the spell.

All of your solutions pretty much dependon the players not being willing to do the thing they are so heavily incentivized to do by the system design and all of them quickly encourage the players to take on a more adversarial players vrs gm mindset where they view thegn as an opponent to win against. That's a toxic mindset that does horrible things for the longevity of a campaign.

Again, not sure what you're trying to say.

Finally is the monsters leave with the mwcguffin. Great quickly one of two things is going to happen. Either your world descends into a crap sack world akin to golarian's darkest timeline where all APs failed in the worst possible way or the players notice it doesn't matter anyways. Those two are obviously new problems of their own and still have not solved the initial problems tiny hut caused

What does one have to do with the other? If the enemy knows they're being invaded and reasonably believe they cannot defend against the invaders the logical choice is to leave. Sometimes that means they take whatever the characters want with them - why wouldn't they? Don't want that to happen? Don't rest for 8 hours just because it's convenient.

I think that the only things you've shown is that your players have never pulled the campaign on the sacrificial alter in ways that made you take a good hard look at the spell while daring you to stop them . Adversary creatures acting intelligently is not the problem. The results of invoking so much fiat and overtly drawing on litrpg dungeon core style powers required for they intelligent reaction to matter given the stratospherically high bar set by tiny hut and 5e'sbdusl track overly generous rest/recovery mechanics is why tiny hut unreasonably creates problems.

I'm just relating what I've seen and done. Casting tiny hut in no way guarantees safety or lack of action on part of the enemy if the hut is detected. If the hut goes undetected then they likely didn't need the hut in the first place. As I said before, unlike a video game the antagonists respond in a fashion I find logical given what they know. There is no one automatic response, I just gave a few examples of what might happen which ... as expected you nit-pick with no real counter other than telling me I'm GMing wrong.
 


In our campaign world in last 10 years, over 3 big campaign arcs and multiple smaller campaign arcs and one shots, with most parties skewing to all caster, and having at least one wizard/bard with rituals (sometimes both), Tiny hut is mostly used inside cities as free accommodation or like privacy bubble for extracurricular activities. Outside, it was used maybe half a dozen times, and mostly for protection from elements. In a world where magic is abundant enough, intelligent creatures know that who ever is capable of tiny hut is also capable to cast some other nasty stuff, like Hypnotic pattern or Fireball.
 

If the bad guys see a hut they don't need to see what's inside. In most cases the characters have already caused disruption and had other fights, the enemy is likely already in high alert. If they weren't in a hostile environment there is little reason to cast the spell. If a glowing dome suddenly shows up in someone's foyer, they're going to assume it's something hostile, especially when they already know someone has broken in.

If you have a lot of characters with short rest classes that just means the GM has to adjust. In today's game I had 2 out of 5 of the party members unconscious with most of the rest in low double digits in two different combats. The first was after a short rest (they're level 8, the monk reset most things, the barbarian got back a rage, the wizard got back spells). In the next fight after a long rest and only fight of the day it was similar, just different characters. Probably the only reason I didn't have any deaths is because they've all purchased periapts of wound closure. The game is as challenging as the GM wants to make it.



There are several monsters that have burrow speeds or can phase through solid rock.



I have no idea what you're talking about, sorry. They took a short rest in today's game by casting Prayer of Healing which gives them the benefit of a short rest. Didn't help much.



I regularly give spellcasters spells they don't have on their prep list - I view those as a quick guide to what they're probably going to cast. Besides my example was going to get someone else (perhaps involuntarily) to cast the spell.



Again, not sure what you're trying to say.



What does one have to do with the other? If the enemy knows they're being invaded and reasonably believe they cannot defend against the invaders the logical choice is to leave. Sometimes that means they take whatever the characters want with them - why wouldn't they? Don't want that to happen? Don't rest for 8 hours just because it's convenient.



I'm just relating what I've seen and done. Casting tiny hut in no way guarantees safety or lack of action on part of the enemy if the hut is detected. If the hut goes undetected then they likely didn't need the hut in the first place. As I said before, unlike a video game the antagonists respond in a fashion I find logical given what they know. There is no one automatic response, I just gave a few examples of what might happen which ... as expected you nit-pick with no real counter other than telling me I'm GMing wrong.
I refuse to unpack this fiking so will just point out that the problem causing you understanding trouble is one of your own making & caused by your own fisking of my post.

Bobby Drake is the name of the X-Men character known S Iceman. I linked to some details about his powers where he's mentioned by name, but for some reason you decided to totally ignore the point about just how much is needed to entomb a tiny hut without his powers before pivoting to not understanding. This happens a few other times where your fisking takes an isolated section out of context and expresses difficulty understanding now that the rest of the post leading up to that has been sliced apart to needlessly fisk in isolation.
 

I refuse to unpack this fiking so will just point out that the problem causing you understanding trouble is one of your own making & caused by your own fisking of my post.

Bobby Drake is the name of the X-Men character known S Iceman. I linked to some details about his powers where he's mentioned by name, but for some reason you decided to totally ignore the point about just how much is needed to entomb a tiny hut without his powers before pivoting to not understanding. This happens a few other times where your fisking takes an isolated section out of context and expresses difficulty understanding now that the rest of the post leading up to that has been sliced apart to needlessly fisk in isolation.

Based on what other people have said I would say that the majority of people responding to this thread don't see LTH as a major issue. So I'm hardly alone. I can't help it if you can't accept that or that antagonists may do something other than shrug and walk away if they notice a shimmering magical dome.

There are countless possibilities of how enemies will respond. Specific reactions will vary depending on the enemy and situation. One thing the probably enemy won't do? Ignore it.
 

Based on what other people have said I would say that the majority of people responding to this thread don't see LTH as a major issue. So I'm hardly alone. I can't help it if you can't accept that or that antagonists may do something other than shrug and walk away if they notice a shimmering magical dome.

There are countless possibilities of how enemies will respond. Specific reactions will vary depending on the enemy and situation. One thing the probably enemy won't do? Ignore it.
I have had enemies not like "making a house in MY house". I've had stupid zombie types and unsleeping undead just keep building up seige numbers.
 

My group quickly realized it could be used to establish bunker fallback points in any situation where there was time to set it up, and they could lure enemies back to it. It saw some use in dungeon style environments as they would bunker up, lure enemies to the bunker, advance to another chokepoint, then bunker up again. Etc.

But it was only a few games before they decided this wasn't a fun way to play long term and refrained from doing so except in a handful of future cases.
I think if a lot of us had players who exploited the hut like that on the regular, you'd see a lot of banning of the spell. But your players, I think, made the right decision to not exploit it as a bunker as part of their normal repertoire of tactics and did so for the right reason - it's not that fun.
If my players used it as a movable bunker - I'd ban the spell or modify it to prevent that pretty much immediately.
 

It's never come up in my games. But then my style is to handwave away all the gritty lovely-filth realism of camping out in the wilderness with mundane medieval gear. The PCs are assumed to be competent, and so are able to deal with making and breaking camp as a matter of routine.

So Tiny Hut is the sort of thing that might get used under exceptional circumstances, but exceptional circumstances are just that - exceptional, and thus rare. And by 'rare' I really mean rare and not "Ho hum, another 'exceptional' occurrence. Time to break out the usual magical counter."
 

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