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If we were re-designing the Tiny Hut-esc 'instant shelter' spells what would we change?
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<blockquote data-quote="Quickleaf" data-source="post: 9605380" data-attributes="member: 20323"><p>I've previously posted extensively on Tiny Hut (can't find post, it was years back). Basically, in each edition, Tiny Hut has experienced power creep until in 5e we got the most unrestricted version of Tiny Hut that is essentially a cost-free force field. Go back to older versions and you'll see that was not part of the original spell – it was primarily meant to be a weather barrier like a tent.</p><p></p><p>Part of the issue was that the WotC versions of D&D have backpedaled on highlighting wilderness exploration. "We've got to be mindful of the weather" is rarely highlighted in modern D&D play, IME.</p><p></p><p>The other issue is that WotC D&D leans even more into the "spell oneupsmanship between players and GMs" that was always part of D&D, but was magnified when they wanted to emulate the MtG business model. There's a GM philosophy among many D&D fans "the GM should be creatively adapting to the player spells, no matter how difficult understanding the spell's language is, no matter how taxing constantly adapting to spells in new ways is for the GM." There's positives to presenting new challenges to the players, but it can also be draining for a GM to run D&D / D&D adjacents compared to other games.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9605380, member: 20323"] I've previously posted extensively on Tiny Hut (can't find post, it was years back). Basically, in each edition, Tiny Hut has experienced power creep until in 5e we got the most unrestricted version of Tiny Hut that is essentially a cost-free force field. Go back to older versions and you'll see that was not part of the original spell – it was primarily meant to be a weather barrier like a tent. Part of the issue was that the WotC versions of D&D have backpedaled on highlighting wilderness exploration. "We've got to be mindful of the weather" is rarely highlighted in modern D&D play, IME. The other issue is that WotC D&D leans even more into the "spell oneupsmanship between players and GMs" that was always part of D&D, but was magnified when they wanted to emulate the MtG business model. There's a GM philosophy among many D&D fans "the GM should be creatively adapting to the player spells, no matter how difficult understanding the spell's language is, no matter how taxing constantly adapting to spells in new ways is for the GM." There's positives to presenting new challenges to the players, but it can also be draining for a GM to run D&D / D&D adjacents compared to other games. [/QUOTE]
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If we were re-designing the Tiny Hut-esc 'instant shelter' spells what would we change?
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