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Has Tiny Hut actually affected your game? Or has it otherwise mattered?
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<blockquote data-quote="tetrasodium" data-source="post: 9791382" data-attributes="member: 93670"><p>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"</p><p></p><p></p><p>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<a href="https://www.enworld.org/threads/mike-mearls-explains-why-your-boss-monsters-die-too-easily.715658/post-9775329" target="_blank">, the results</a> 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. 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 <a href="https://youtube.com/shorts/gyfDwfZxkQ0?si=bFTT_gii6evd1eOA" target="_blank">iceman style powers</a>.</p><p></p><p>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 <em>one</em>. 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. </p><p></p><p>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</p><p></p><p>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.</p><p></p><p>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 <em>all</em> 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</p><p></p><p>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 <em>results</em> 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.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9791382, member: 93670"] 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[URL='https://www.enworld.org/threads/mike-mearls-explains-why-your-boss-monsters-die-too-easily.715658/post-9775329'], the results[/URL] 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. 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 [URL='https://youtube.com/shorts/gyfDwfZxkQ0?si=bFTT_gii6evd1eOA']iceman style powers[/URL]. 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 [I]one[/I]. 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. 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 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. 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 [I]all[/I] 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 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 [I]results[/I] 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. [/QUOTE]
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