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<blockquote data-quote="Faolyn" data-source="post: 8377018" data-attributes="member: 6915329"><p>And you have a habit of ignoring the fact that many parties <em>don't have access to these things. </em>As I mentioned elsewhere recently, in the five games I'm playing or running, there's a grand total of two wizards (only one of whom is even high enough level to cast <em>tiny hut</em>) and two bards (one of whom is multiclassed and so way behind on the spellcasting).</p><p></p><p>You're also ignoring what can be done with a <em>tiny hut.</em> Yeah, the monster can't enter it. But they can surround it and lie in wait, lay traps outside of it, kill your horses (which you can't bring inside), or leave creepy notes outside of it (did that one once, to great results--they couldn't decide what was worse, the note's threats or the writer's terrible spelling). And there's <em>no way</em> for the PCs to do anything about it without dropping the <em>tiny hut </em>or leaving its safety.</p><p></p><p>You're <em>also </em>ignoring that bards get very few spells and, outside of those two free spells wizards get each level, DMs have total control over what spells a wizard gains access to. If you choose to drop a scroll or enemy's spellbook and it has <em>tiny hut </em>in it, the blame's on you if it wrecks your long rest encounters. If a wizard or bar wants to give up one of the few spells they can actually pick each level in favor of taking <em>tiny hut</em>, then that means they're not picking up a spell that's useful in other places. That's the trade-off.</p><p></p><p></p><p>You keep saying this and I have no idea why. There's absolutely nothing in 5e that prevents you from putting magic items and "cool toys" with mechanical impacts in the game. As a player, I have found or purchased magic items. As a DM, I place a fair number of them.</p><p></p><p>Let's see... one of the paths I'm working on is an almost complete redo of the Amber Temple in CoS, since I don't like the actual adventure location in the book. I'm counting 19 magic items of various levels of power<em>. </em>A couple of the items have curses of one degree or another, and many of them are creepy enough that my players will almost refuse to do anything with them besides maybe destroy them with fire (such as a <em>circlet of blasting</em> that looks like a bronze crown studded with human teeth). My players have a weird aversion to searching bodies, so they will likely miss several of the items as well. But they're there. And nothing in the DMG is forbidding me from placing these items.</p><p></p><p>Of course, the monsters include a fair number of high-CR fiends and undead, and the party has no cleric, just a paladin.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8377018, member: 6915329"] And you have a habit of ignoring the fact that many parties [I]don't have access to these things. [/I]As I mentioned elsewhere recently, in the five games I'm playing or running, there's a grand total of two wizards (only one of whom is even high enough level to cast [I]tiny hut[/I]) and two bards (one of whom is multiclassed and so way behind on the spellcasting). You're also ignoring what can be done with a [I]tiny hut.[/I] Yeah, the monster can't enter it. But they can surround it and lie in wait, lay traps outside of it, kill your horses (which you can't bring inside), or leave creepy notes outside of it (did that one once, to great results--they couldn't decide what was worse, the note's threats or the writer's terrible spelling). And there's [I]no way[/I] for the PCs to do anything about it without dropping the [I]tiny hut [/I]or leaving its safety. You're [I]also [/I]ignoring that bards get very few spells and, outside of those two free spells wizards get each level, DMs have total control over what spells a wizard gains access to. If you choose to drop a scroll or enemy's spellbook and it has [I]tiny hut [/I]in it, the blame's on you if it wrecks your long rest encounters. If a wizard or bar wants to give up one of the few spells they can actually pick each level in favor of taking [I]tiny hut[/I], then that means they're not picking up a spell that's useful in other places. That's the trade-off. You keep saying this and I have no idea why. There's absolutely nothing in 5e that prevents you from putting magic items and "cool toys" with mechanical impacts in the game. As a player, I have found or purchased magic items. As a DM, I place a fair number of them. Let's see... one of the paths I'm working on is an almost complete redo of the Amber Temple in CoS, since I don't like the actual adventure location in the book. I'm counting 19 magic items of various levels of power[I]. [/I]A couple of the items have curses of one degree or another, and many of them are creepy enough that my players will almost refuse to do anything with them besides maybe destroy them with fire (such as a [I]circlet of blasting[/I] that looks like a bronze crown studded with human teeth). My players have a weird aversion to searching bodies, so they will likely miss several of the items as well. But they're there. And nothing in the DMG is forbidding me from placing these items. Of course, the monsters include a fair number of high-CR fiends and undead, and the party has no cleric, just a paladin. [/QUOTE]
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