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D&D 5E ritual casting overpowered?

Chanting for 10 minutes to gain this spell for an hours rest seems like a terrible trade-off to me. If you need an hour uninterrupted that badly, then you don't have 10 minutes to be screwing around with it chanting and concentrating and such.

Rope trick is 1 action to cast, it's not a ritual (I don't think). If it is also a ritual, that's even worse! (coz if you don't mind the noise of casting the spell, then it doesn't even cost a slot)
 

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...and the casting time, and knowing that spell instead of another (even as a wizard, choosing to know one spell is choosing not to know another), and actually having rope.

All for a benefit that, as you point out, depends on party composition exactly how beneficial it is.

Not to forget to mention that it isn't a flawless protective spell, considering that it can be seen by any creature capable of seeing invisible things and can be dispelled.

None of those requirements come even remotely close to the massive benefits the spell returns for any group (any party can at least use HD healing free of danger). But for the right group, it is straight up broken imo (warlock, monks, etc).
 

None of those requirements come even remotely close to the massive benefits the spell returns for any group (any party can at least use HD healing free of danger). But for the right group, it is straight up broken imo (warlock, monks, etc).
Change a short rest to be an hour and fifteen minutes. Problem solved.
 

None of those requirements come even remotely close to the massive benefits the spell returns for any group (any party can at least use HD healing free of danger). But for the right group, it is straight up broken imo (warlock, monks, etc).

Rope Trick seems like a great spell, but in the last year and change of playing 5e every week, I've never seen it used, and I've never heard a player say, "I'm building a Wizard this time, because Rope Trick is so awesome."

Wizards deserve to have some incredibly useful utility spells on their spell lists. They are, in other respects, the least hardy and the least combat-effective of the caster classes. Ritual casting goes in the same boat for me. Wizards can't empower fireballs, or cast d10+4 eldritch blasts that knock the target back 10' feet on each successful hit. But they can fill that spell book up with as many spells as they can find and afford to scribe, and they can cast any ritual from that spellbook without expending a spell slot. That's their thing, and if it's so overpowered, why doesn't everybody play one?

(I'm playing a Wizard right now. It's the first Wizard I've seen yet in 5e. Or actually, the second, because my first Wizard was dissolved by a gelatinous cube after failing to climb out of a pit a couple of weeks ago. That guy was pretty mediocre in combat, but whenever you needed to something weird, he was your guy. I hope my new Wizard, Billy the single dad and paper pusher from the local Wizard's Guild, is going to live long enough to learn to cast rope trick for his friends.)
 


Rope Trick seems like a great spell, but in the last year and change of playing 5e every week, I've never seen it used, and I've never heard a player say, "I'm building a Wizard this time, because Rope Trick is so awesome."

Yup. The one time I ever saw it used was from a scroll.
 

Yes, having Leomund's Tiny Hut as a ritual makes life a little easier for the wizard and the rest of the party, but I don't see it as a major problem for game balance. It means that a party that's reached 5th level can breath easier at night...but as has been pointed out above, it doesn't make the party completely safe.

The big thing about Leomund's Tiny Invulnerable Fortress as a ritual isn't so much the spell slots--it's that it saves you on spells memorized ("prepared"). I find there is much, much more pressure on my spells memorized than on my overall spell slots--and as others have pointed out, if you're about to cast Leomund's Tiny Hut you're on the verge of getting all your spell slots back anyway.

(Well, the "ritual" aspect becomes important if you're using it as a mobile fortress moving 5' per eleven minutes... but most people would view that as cheese, and I've never seen it come up in actual play.)
 
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Rope Trick seems like a great spell, but in the last year and change of playing 5e every week, I've never seen it used, and I've never heard a player say, "I'm building a Wizard this time, because Rope Trick is so awesome."

Wizards deserve to have some incredibly useful utility spells on their spell lists. They are, in other respects, the least hardy and the least combat-effective of the caster classes. Ritual casting goes in the same boat for me. Wizards can't empower fireballs, or cast d10+4 eldritch blasts that knock the target back 10' feet on each successful hit. But they can fill that spell book up with as many spells as they can find and afford to scribe, and they can cast any ritual from that spellbook without expending a spell slot. That's their thing, and if it's so overpowered, why doesn't everybody play one?

(I'm playing a Wizard right now. It's the first Wizard I've seen yet in 5e. Or actually, the second, because my first Wizard was dissolved by a gelatinous cube after failing to climb out of a pit a couple of weeks ago. That guy was pretty mediocre in combat, but whenever you needed to something weird, he was your guy. I hope my new Wizard, Billy the single dad and paper pusher from the local Wizard's Guild, is going to live long enough to learn to cast rope trick for his friends.)

Rope trick doesn't help the wizard, except for using HD safely. It's bigger use is allowing monks, warlocks, fighters etc to full reset on their powers.
 


Rope trick doesn't help the wizard, except for using HD safely. It's bigger use is allowing monks, warlocks, fighters etc to full reset on their powers.

Arcane Recovery. Also Abjurors and Alarm. And Transmuters and Illusionists both have resources that reset on a short rest.

Fighter/Wizards and Warlock/Wizards are fairly common too.
 

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