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General Tabletop Discussion
*Dungeons & Dragons
If we were re-designing the Tiny Hut-esc 'instant shelter' spells what would we change?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9605404" data-attributes="member: 18"><p>I think the key thing would be to make them not "I WIN" spells, as it were.</p><p></p><p>The issue they all have is that they just totally defeat environmental conditions, and they're ludicrously powerful.</p><p></p><p>The easy way to deal with this would be to make it so they were:</p><p></p><p>A) More reasonable of a level for what they do.</p><p></p><p>Galder's Tower is a particularly ludicrous offender here - I guess it's avoided attention due to being in an obscure supplement, but that should be at least 6th level based on the description, if not higher.</p><p></p><p>B) Not "I WIN", i.e. not absolute.</p><p></p><p>For example, Rope Trick needs to be wildly higher level or just not exist at all. Or be for one person maybe. Not bloody eight! That's just a spell that lets you arbitrarily avoid content. Maybe level 3 (not level 2!) for one person, and each upcast level above that it adds 1 more?</p><p></p><p>C) Actually conjure stuff in a more conjure-y way, not just force-fields and invisible/extradimensional spaces (which are boring as hell anyway). Tiny Hut should conjure, perhaps from local materials, a tiny hut. Operative words "tiny" and "hut" not "force" and "field". It starting at L3 might be okay, but it's a hut, and a hut doesn't provide any amenities nor perfect protection from the weather, nor does it ward creatures out. In a blizzard you're going to need to find a way to stay warm, even with the hut. In a flood, your hut will probably get washed away (debatable as to what happened before). In a storm, a tree might fall on it (it would be warded from doing so in the current version, said tree would bounce off).</p><p></p><p>Magnificent Mansion should probably be higher level (8th) and/or should require a ludicrously material component, or perhaps break from D&D tradition but make it so if you cast it with a level 7 spell slot, it requires a very expensive/rare component, level 8 a much less expensive/rare one, and level 9, none at all. Also I'd just ditch the extra-dimensional part. Why? If you want to gate people to your mansion or w/e, gate them to your real mansion. Which has real staff and real costs and so on. And casting it should make a huge noise and light show - I mean you know it would in a movie or book, not just a few quiet words over 1 minute. It should be quite a performance.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9605404, member: 18"] I think the key thing would be to make them not "I WIN" spells, as it were. The issue they all have is that they just totally defeat environmental conditions, and they're ludicrously powerful. The easy way to deal with this would be to make it so they were: A) More reasonable of a level for what they do. Galder's Tower is a particularly ludicrous offender here - I guess it's avoided attention due to being in an obscure supplement, but that should be at least 6th level based on the description, if not higher. B) Not "I WIN", i.e. not absolute. For example, Rope Trick needs to be wildly higher level or just not exist at all. Or be for one person maybe. Not bloody eight! That's just a spell that lets you arbitrarily avoid content. Maybe level 3 (not level 2!) for one person, and each upcast level above that it adds 1 more? C) Actually conjure stuff in a more conjure-y way, not just force-fields and invisible/extradimensional spaces (which are boring as hell anyway). Tiny Hut should conjure, perhaps from local materials, a tiny hut. Operative words "tiny" and "hut" not "force" and "field". It starting at L3 might be okay, but it's a hut, and a hut doesn't provide any amenities nor perfect protection from the weather, nor does it ward creatures out. In a blizzard you're going to need to find a way to stay warm, even with the hut. In a flood, your hut will probably get washed away (debatable as to what happened before). In a storm, a tree might fall on it (it would be warded from doing so in the current version, said tree would bounce off). Magnificent Mansion should probably be higher level (8th) and/or should require a ludicrously material component, or perhaps break from D&D tradition but make it so if you cast it with a level 7 spell slot, it requires a very expensive/rare component, level 8 a much less expensive/rare one, and level 9, none at all. Also I'd just ditch the extra-dimensional part. Why? If you want to gate people to your mansion or w/e, gate them to your real mansion. Which has real staff and real costs and so on. And casting it should make a huge noise and light show - I mean you know it would in a movie or book, not just a few quiet words over 1 minute. It should be quite a performance. [/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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