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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="TiQuinn" data-source="post: 9605973" data-attributes="member: 4871"><p>And I agree that shouldn’t be a function of the spell either. It’s one of my 5e boogeymen - there are certain spells that I just don’t think that should exist in their current state. They constrain the game, and they necessitate the DM to work against the party by outthinking them in order to provide a challenge. Zone of Truth is another that falls in this category for me because of how much it undermines having a simple mystery scenario in D&D. Guidance, with its instant bonus to any skill check, was another until recently. </p><p></p><p>To me, these are to DMs what Hold Person is to players. Players hate Hold Person because it’s a feel bad spell due to save or suck. Okay, well these are the feel bad spells for me as a DM.</p></blockquote><p></p>
[QUOTE="TiQuinn, post: 9605973, member: 4871"] And I agree that shouldn’t be a function of the spell either. It’s one of my 5e boogeymen - there are certain spells that I just don’t think that should exist in their current state. They constrain the game, and they necessitate the DM to work against the party by outthinking them in order to provide a challenge. Zone of Truth is another that falls in this category for me because of how much it undermines having a simple mystery scenario in D&D. Guidance, with its instant bonus to any skill check, was another until recently. To me, these are to DMs what Hold Person is to players. Players hate Hold Person because it’s a feel bad spell due to save or suck. Okay, well these are the feel bad spells for me as a DM. [/QUOTE]
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Community
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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