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No Longer an Interest Check - 5E Rise of Tiamat + Corebooks PBP - OOC
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<blockquote data-quote="Envisioner" data-source="post: 7932322" data-attributes="member: 6749263"><p>After carefully reading the spell in both 3E and 5E (the only ones I have access to), I’m a little bit more okay with it, especially as a ritual, but it is still potentially dangerous.</p><p></p><p>Why? Picture a group of 4 mages who all have the 5E version of this spell, we’ll call them Abra, Babra, Cabra, and Dabra. Abra casts Leomund’s Tiny Hut with a spell slot; an impenetrable forcefield surrounds all four mages for the next 8 hours. Abra then goes to sleep, Babra then begins casting the ritual version of LTH, which takes 10 minutes. He creates a new Tiny Hut in the exact same space, which still has 10 minutes of duration left when Abra wakes up from his long rest. Shortly before that, Cabra begins casting a ritual of LTH which will stay up when Babra’s Hut goes down. While Abra goes about preparing his spells, Babra’s and Cabra’s Huts are both up, and Dabra can get his Hut running as soon as Cabra’s goes down; meanwhile Babra takes a full rest. Once Dabra’s Hut goes down, Abra can put one up; by staggering their durations to have 6 hours apiece in the middle, with an hour on either side while the arrangements are made, giving plenty of time for casting rituals or doing preparation. The net result of all this – four mages who are completely indestructible, camped out right in the middle of the enemy’s main stronghold, and they get to burn all their daily spell slots on doing anything else they want, as long as they never drop that shield. Given such conditions, it wouldn’t be hard to break the game.</p><p></p><p>Obviously, that contrived situation is pretty easy to defeat – just ruling that two Tiny Huts can’t overlap each other gets rid of the problem, not to mention the limited options for creating a Doom Bomb or whatever inside that little bubble. But even if you can’t keep it up forever, being able to camp down for eight hours right in front of the Lich Lord’s throne, completely invincible (assuming the Lich forgot to prepare Dispel Magic or whatever that day), and waste 8 hours of the villain’s time with nothing he can do about it – it could get ridiculous. The 10-minute casting time is the biggest reason why I’m even willing to allow it...if we had a real Wizard who wanted it for one of his prepared spells, I’m honestly not sure how I would tackle that.</p><p></p><p>Interestingly, the 3E version doesn’t say anything whatsoever about the Hut preventing anyone from entering it, at least not explicitly. It’s opaque from the outside, and it keeps out the environment, but nothing is stated in these much more detailed rules about it actually acting as a physical barrier for anything more than wind and rain. Ultimately, what I hoped to find was a rule for treating the barrier as a breakable object, with high but not invincible Armor Class (and Hardness, in 3E at least). That way, it could be a way to protect yourself from casual attacks by wandering monsters, but prevent the more absurd applications, like camping on the Lich Lord’s throne while he’s out of the room, and then he comes back and has nowhere to sit for the next 8 hours. Sadly, this seems to be one of those many things grandfathered into the game from old editions, where wizards always win the game, to the point where nobody else even gets to play. (A good example of this sort of thing being the Pass Without Trace spell; no matter how high your Ranger’s tracking skill roll might be, the Wizard just gets to say “I get away scot-free and there’s nothing you can do about it”, and the only possible counter for it is another wizard, or maybe some other kind of spellcaster, who can do Locate Creature or something, assuming the first wizard didn’t also do Nondetection, etc. etc. etc.)</p><p></p><p></p><p></p><p>I guess it’ll be okay. Just remember the Two Rules of D&D. If I say you don’t get something, because I’m not comfortable with you having that thing, that is the final word. I’m only relenting on this because I put a lot of thought into the problem and concluded that it wasn’t insurmountable, but I won’t always have time to go that far into depth.</p><p></p><p></p><p></p><p>There are these things called NPCs. But I guess it’s fine. You can have the fine spells you named before; I will just have to strictly control which ones you have access to thereafter.</p></blockquote><p></p>
[QUOTE="Envisioner, post: 7932322, member: 6749263"] After carefully reading the spell in both 3E and 5E (the only ones I have access to), I’m a little bit more okay with it, especially as a ritual, but it is still potentially dangerous. Why? Picture a group of 4 mages who all have the 5E version of this spell, we’ll call them Abra, Babra, Cabra, and Dabra. Abra casts Leomund’s Tiny Hut with a spell slot; an impenetrable forcefield surrounds all four mages for the next 8 hours. Abra then goes to sleep, Babra then begins casting the ritual version of LTH, which takes 10 minutes. He creates a new Tiny Hut in the exact same space, which still has 10 minutes of duration left when Abra wakes up from his long rest. Shortly before that, Cabra begins casting a ritual of LTH which will stay up when Babra’s Hut goes down. While Abra goes about preparing his spells, Babra’s and Cabra’s Huts are both up, and Dabra can get his Hut running as soon as Cabra’s goes down; meanwhile Babra takes a full rest. Once Dabra’s Hut goes down, Abra can put one up; by staggering their durations to have 6 hours apiece in the middle, with an hour on either side while the arrangements are made, giving plenty of time for casting rituals or doing preparation. The net result of all this – four mages who are completely indestructible, camped out right in the middle of the enemy’s main stronghold, and they get to burn all their daily spell slots on doing anything else they want, as long as they never drop that shield. Given such conditions, it wouldn’t be hard to break the game. Obviously, that contrived situation is pretty easy to defeat – just ruling that two Tiny Huts can’t overlap each other gets rid of the problem, not to mention the limited options for creating a Doom Bomb or whatever inside that little bubble. But even if you can’t keep it up forever, being able to camp down for eight hours right in front of the Lich Lord’s throne, completely invincible (assuming the Lich forgot to prepare Dispel Magic or whatever that day), and waste 8 hours of the villain’s time with nothing he can do about it – it could get ridiculous. The 10-minute casting time is the biggest reason why I’m even willing to allow it...if we had a real Wizard who wanted it for one of his prepared spells, I’m honestly not sure how I would tackle that. Interestingly, the 3E version doesn’t say anything whatsoever about the Hut preventing anyone from entering it, at least not explicitly. It’s opaque from the outside, and it keeps out the environment, but nothing is stated in these much more detailed rules about it actually acting as a physical barrier for anything more than wind and rain. Ultimately, what I hoped to find was a rule for treating the barrier as a breakable object, with high but not invincible Armor Class (and Hardness, in 3E at least). That way, it could be a way to protect yourself from casual attacks by wandering monsters, but prevent the more absurd applications, like camping on the Lich Lord’s throne while he’s out of the room, and then he comes back and has nowhere to sit for the next 8 hours. Sadly, this seems to be one of those many things grandfathered into the game from old editions, where wizards always win the game, to the point where nobody else even gets to play. (A good example of this sort of thing being the Pass Without Trace spell; no matter how high your Ranger’s tracking skill roll might be, the Wizard just gets to say “I get away scot-free and there’s nothing you can do about it”, and the only possible counter for it is another wizard, or maybe some other kind of spellcaster, who can do Locate Creature or something, assuming the first wizard didn’t also do Nondetection, etc. etc. etc.) I guess it’ll be okay. Just remember the Two Rules of D&D. If I say you don’t get something, because I’m not comfortable with you having that thing, that is the final word. I’m only relenting on this because I put a lot of thought into the problem and concluded that it wasn’t insurmountable, but I won’t always have time to go that far into depth. There are these things called NPCs. But I guess it’s fine. You can have the fine spells you named before; I will just have to strictly control which ones you have access to thereafter. [/QUOTE]
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