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Has Tiny Hut actually affected your game? Or has it otherwise mattered?
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<blockquote data-quote="AlViking" data-source="post: 9791581" data-attributes="member: 6906980"><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>There are several monsters that have burrow speeds or can phase through solid rock.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Again, not sure what you're trying to say.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9791581, member: 6906980"] 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. [/QUOTE]
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