Helldritch
Hero
I beg to differ. At least in my experience, it can and does work. Sometimes the 8 will happen only in one day, remember that the 6 to 8 is about medium encounters. Harder encounters and those that bring special difficulties will lower that number. Remember that the exp budget is also a thing. I can quickly judge the number of encounters and build something that will work in a believable story that will feel almost if not completely organic and fluid. Not all encounters needs to lead to a fight. In fact, most encounters will be avoided with a good scout/ranger.day 1:"lets take a long rest, bob will you ritually cast tiny hut?" four is less than 6-8
day 2"lets take a long rest, bob will you ritually cast tiny hut?" four is less than 6-8
half minute hero style doom clocks to fix the problem that thwarts a bonkers design doesn't really count & stringing a bunch of extra reinforcements into an encounter is still going to be pretty grindy. Tack on short rest classes & the gains of long/short rests leaves a situation where a death spiral from interruptedrests is basically impossible.
And for Tiny hut. It is good for rests but outside of resting, it does nothing. It does not even take place. That the players use it for night encounters will not help for day encounters and bad luck can be a bi***. As the spell ends, those pesky goals just happen to enter the clearing...
Ho well, a small sacrifice to Lady Luck could have helped.
And the fun of it... the players can not even claim that the spell is useless, it did protected them the whole night!!!!
Also, creature with a sense of smell highly developed might catch that something is amiss. They might circle the zone where the players are and if intelligent, they might even deduce that an invisible hut is there and plan anmbush accordingly. Tiny hut is not an all mighty spell that will save the characters at all times.