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General Tabletop Discussion
*Dungeons & Dragons
Has Tiny Hut actually affected your game? Or has it otherwise mattered?
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<blockquote data-quote="DEFCON 1" data-source="post: 9789807" data-attributes="member: 7006"><p>I don't have any issue with a DM removing certain spells from a particular game, if it thematically makes sense and better experience to see them removed.  Like the "exploration-focused" game that removes <em>Goodberry</em> and <em>Create Food and Water</em> and <em>Tiny Hut</em> and the other features, spells, and abilities that trivialize the issues that come with exploration.  Condensing spell lists is never a bad idea in my opinion.</p><p></p><p>That being said... if (general) you as a DM allow a spell like <em>Tiny Hut</em> to be taken, but then <em>get annoyed</em> by its use because the players are using it to avoid trouble... then (general) you should <strong>absolutely</strong> play your monsters intelligently where they have Dispels at their disposal, or if they see the Hut out in the open and the party staying within it then the monsters should immediately set up guard details around it so they can attack the group when the Hut falls.  There is ZERO reason to think "Oh, I can't be a meanie DM!" when the players are purposefully using a spell to "get out of jail free" from the encounters they should be having to deal with.  To me it's silly to just give up and think "Well, I messed up letting them use this horrible spell and now there's nothing I can do.  Woe is me!"</p><p></p><p>Nuh uh... if the party is trying to use the spell as their own personal "I win!" button... then I as a DM should 100% be giving them back a taste of their own medicine and feel no guilt about it.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9789807, member: 7006"] I don't have any issue with a DM removing certain spells from a particular game, if it thematically makes sense and better experience to see them removed. Like the "exploration-focused" game that removes [I]Goodberry[/I] and [I]Create Food and Water[/I] and [I]Tiny Hut[/I] and the other features, spells, and abilities that trivialize the issues that come with exploration. Condensing spell lists is never a bad idea in my opinion. That being said... if (general) you as a DM allow a spell like [I]Tiny Hut[/I] to be taken, but then [I]get annoyed[/I] by its use because the players are using it to avoid trouble... then (general) you should [B]absolutely[/B] play your monsters intelligently where they have Dispels at their disposal, or if they see the Hut out in the open and the party staying within it then the monsters should immediately set up guard details around it so they can attack the group when the Hut falls. There is ZERO reason to think "Oh, I can't be a meanie DM!" when the players are purposefully using a spell to "get out of jail free" from the encounters they should be having to deal with. To me it's silly to just give up and think "Well, I messed up letting them use this horrible spell and now there's nothing I can do. Woe is me!" Nuh uh... if the party is trying to use the spell as their own personal "I win!" button... then I as a DM should 100% be giving them back a taste of their own medicine and feel no guilt about it. [/QUOTE]
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Has Tiny Hut actually affected your game? Or has it otherwise mattered?
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