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Leomund's Tiny Hut in Tight Places
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<blockquote data-quote="tetrasodium" data-source="post: 7856105" data-attributes="member: 93670"><p>No, you are inadvertantly houseruling sanity into the spell without realizing.</p><p>[spoiler="phb205"]</p><p>A C l e a r Pa t h t o t h e T a r g e t</p><p>To target something, you must have a clear path to it, so it can’t be behind total cover. If you place an area of effect at <strong>a point that you can’t see </strong>and an obstruction, such as a wall, is between you and that point, the point o f origin comes into being on the near side of that obstruction.[/spoiler]</p><p>[spoiler="phb196"]</p><p>A target with total cover can’t be targeted directly</p><p>by an attack or a spell, although some spells can reach</p><p>such a target by including it in an area of effect. A</p><p>target has total cover if it is completely concealed by</p><p>an obstacle.[/spoiler]</p><p>[USER=4937]@Celebrim[/USER] We could argue day & night without agreeing on if total cover or "point you can't see" is the important part of that ambiguous point but there is still the fact that it allows two very problematic styles of play that I think both of you are overlooking by simply never having considered such insanity.</p><ul> <li data-xf-list-type="ul">Kick in the door > <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/AlphaStrike" target="_blank">nova/alpha strike</a> > tiny hut > take a long rest > kick in the door & repeat.. the wizard only leaves the hut just before it's time to kick in the door & unload with every spell/ability he can while the rest of the party is doing the same.</li> <li data-xf-list-type="ul">OK Rogue, go scout up there & see what to expect, absolute <em>worst</em> case <a href="https://www.mmo-champion.com/threads/904323-What-does-it-mean-quot-to-train-quot-someone/page2" target="_blank">train to the zone</a> & we figure out what to do after you take a short rest before going back to nova or just <a href="http://everquest.allakhazam.com/wiki/EQ:Evac" target="_blank">evac</a> to town with teleport or something.... the wizard doesn't need to leave the hut. </li> </ul><p>Regardless of scouting, it still allows PCs to completely abandon concepts like "this fight doesn't look like it needs my best everything, I should save some gas in the tank for whatever we encounter later". Once the party begins with those styles of play, the GM is left with the incredibly lame options of constant doom clock, changing dungeon design to neuter tiny hut, & building encounters to neuter tiny hut. It ppresents "omg this is horribly broken" with "GM vrs Player"as the solution. There's only so many times you can surprise them with a bullette or some other burrowing creature. I've lost track of how many times I've had to hear "how does X work with tiny hut?"</p><p></p><p></p><p></p><p>one minute? Are all your ancient tombs, abandoned castles, unexplored jungles, & so on grand central station?...go back to that room back there & cast tiny hut so we don't need to care if they kick in the door... <strong>it's not like we need to beat respawn timers</strong>. It's a spell built against mmo tropes not d&d.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 7856105, member: 93670"] No, you are inadvertantly houseruling sanity into the spell without realizing. [spoiler="phb205"] A C l e a r Pa t h t o t h e T a r g e t To target something, you must have a clear path to it, so it can’t be behind total cover. If you place an area of effect at [B]a point that you can’t see [/B]and an obstruction, such as a wall, is between you and that point, the point o f origin comes into being on the near side of that obstruction.[/spoiler] [spoiler="phb196"] A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.[/spoiler] [USER=4937]@Celebrim[/USER] We could argue day & night without agreeing on if total cover or "point you can't see" is the important part of that ambiguous point but there is still the fact that it allows two very problematic styles of play that I think both of you are overlooking by simply never having considered such insanity. [LIST] [*]Kick in the door > [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/AlphaStrike']nova/alpha strike[/URL] > tiny hut > take a long rest > kick in the door & repeat.. the wizard only leaves the hut just before it's time to kick in the door & unload with every spell/ability he can while the rest of the party is doing the same. [*]OK Rogue, go scout up there & see what to expect, absolute [I]worst[/I] case [URL='https://www.mmo-champion.com/threads/904323-What-does-it-mean-quot-to-train-quot-someone/page2']train to the zone[/URL] & we figure out what to do after you take a short rest before going back to nova or just [URL='http://everquest.allakhazam.com/wiki/EQ:Evac']evac[/URL] to town with teleport or something.... the wizard doesn't need to leave the hut. [/LIST] Regardless of scouting, it still allows PCs to completely abandon concepts like "this fight doesn't look like it needs my best everything, I should save some gas in the tank for whatever we encounter later". Once the party begins with those styles of play, the GM is left with the incredibly lame options of constant doom clock, changing dungeon design to neuter tiny hut, & building encounters to neuter tiny hut. It ppresents "omg this is horribly broken" with "GM vrs Player"as the solution. There's only so many times you can surprise them with a bullette or some other burrowing creature. I've lost track of how many times I've had to hear "how does X work with tiny hut?" one minute? Are all your ancient tombs, abandoned castles, unexplored jungles, & so on grand central station?...go back to that room back there & cast tiny hut so we don't need to care if they kick in the door... [B]it's not like we need to beat respawn timers[/B]. It's a spell built against mmo tropes not d&d. [/QUOTE]
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