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The Dangers of Overreliance on Leomund's Tiny Hut (3rd Level Spell)
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7050026" data-attributes="member: 6787650"><p>That one is even worse though, except for the shorter casting time. "Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment)."</p><p></p><p></p><p></p><p>I'm not sure what editioin you're discussing here, but in AD&D, it could take a magic-user a lot longer than eight hours to recover from adventuring. Eight hours was the minimum amount of time you had to rest before you could even <em>start</em> memorizing spells again--it could easily take another eight hours to finish memorizing everything--and of course anyone who'd hit Death's Door was out of it for a long period of time (a day? a week? I forget).</p><p></p><p><strong>Edit:</strong> correction. I think in AD&D 1E, you could memorize some low-level spells after only four hours of sleep; eight hour minimum was only for 2nd edition.</p><p></p><p>Sure, it helps you avoid foraging for shelter. I'm less munchkin nowadays so I could see myself casting it just because comfort is <em>nice</em> and the opportunity cost is low (similar to how I learn to create characters with Prestidigitation in 5E even though being warm and dry and having yummy food it has little mechanical effect); but both the AD&D version and apparently the 3E version are convenience spells, kind of like a cantrip.</p><p></p><p></p><p></p><p>Yep. It does what it says on the tin. Gives you a place to rest.</p><p></p><p></p><p></p><p>I don't see any indication at all in the link you sent me that it prevents combat. Enemies can see the "unmoving, opaque sphere of force of any color you desire around yourself" and "missiles, weapons, and most spell effects can pass through the hut without affecting it". That's not even close to being invisible, and it's not much protection either.</p><p></p><p>It's basically a gigantic magical umbrella, of any color you choose.</p><p></p><p></p><p></p><p>You've argued for an extremely powerful 5E version of Leomund's Tiny Hut by appealing to history. But I see no evidence that it ever, in any edition including 5E, had the camouflage-like powers you are citing here; it seems likely that this is a house rule or ruling you've been relying on so long that you've forgotten it's a house rule. </p><p></p><p>In any case, 5E gives no indication that the sphere is immune to damage like Wall of Force is; it gives no particular reason to think that you can camouflage it into anything near invisibility; if you allow the sphere to be subject to destruction through sufficient damage, then it behaves pretty much in line with AD&D's version of the spell and apparently with 3E's (judging by your link) in that it gives players a slightly more secure place to rest, one secure from nuisance threats but still subject to attack by powerful monsters. (Contrast with Mordenkainen's Magnificent Mansion at 7th level, which keeps you safe from even powerful monsters unless they have very specialized skills/spells.)</p><p></p><p>I think that letting it be damaged leads to a better game, and it's 100% compatible with PHB rules; I suspect that Mike Mearls likes a more episodic game, and so having something that lets him handwave it as "you're invulnerable until your long rest completes" is probably more compatible with his game. Either interpretation is compatible with the PHB text, so pick the one that fits your game.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7050026, member: 6787650"] That one is even worse though, except for the shorter casting time. "Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment)." I'm not sure what editioin you're discussing here, but in AD&D, it could take a magic-user a lot longer than eight hours to recover from adventuring. Eight hours was the minimum amount of time you had to rest before you could even [I]start[/I] memorizing spells again--it could easily take another eight hours to finish memorizing everything--and of course anyone who'd hit Death's Door was out of it for a long period of time (a day? a week? I forget). [B]Edit:[/B] correction. I think in AD&D 1E, you could memorize some low-level spells after only four hours of sleep; eight hour minimum was only for 2nd edition. Sure, it helps you avoid foraging for shelter. I'm less munchkin nowadays so I could see myself casting it just because comfort is [I]nice[/I] and the opportunity cost is low (similar to how I learn to create characters with Prestidigitation in 5E even though being warm and dry and having yummy food it has little mechanical effect); but both the AD&D version and apparently the 3E version are convenience spells, kind of like a cantrip. Yep. It does what it says on the tin. Gives you a place to rest. I don't see any indication at all in the link you sent me that it prevents combat. Enemies can see the "unmoving, opaque sphere of force of any color you desire around yourself" and "missiles, weapons, and most spell effects can pass through the hut without affecting it". That's not even close to being invisible, and it's not much protection either. It's basically a gigantic magical umbrella, of any color you choose. You've argued for an extremely powerful 5E version of Leomund's Tiny Hut by appealing to history. But I see no evidence that it ever, in any edition including 5E, had the camouflage-like powers you are citing here; it seems likely that this is a house rule or ruling you've been relying on so long that you've forgotten it's a house rule. In any case, 5E gives no indication that the sphere is immune to damage like Wall of Force is; it gives no particular reason to think that you can camouflage it into anything near invisibility; if you allow the sphere to be subject to destruction through sufficient damage, then it behaves pretty much in line with AD&D's version of the spell and apparently with 3E's (judging by your link) in that it gives players a slightly more secure place to rest, one secure from nuisance threats but still subject to attack by powerful monsters. (Contrast with Mordenkainen's Magnificent Mansion at 7th level, which keeps you safe from even powerful monsters unless they have very specialized skills/spells.) I think that letting it be damaged leads to a better game, and it's 100% compatible with PHB rules; I suspect that Mike Mearls likes a more episodic game, and so having something that lets him handwave it as "you're invulnerable until your long rest completes" is probably more compatible with his game. Either interpretation is compatible with the PHB text, so pick the one that fits your game. [/QUOTE]
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The Dangers of Overreliance on Leomund's Tiny Hut (3rd Level Spell)
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