Dungeons & Dragons Online

Tactics to combat Leomund’s Tiny Hut

Leomund's Tiny Hut feels initially to the DM as a way of circumventing the game. Ritual casting it more or less guarantees a long rest and a full bevy of spell slots. It allows players to "skip" challenge and kills the tension and flow of the game. But… it's not as OP as it seems.

First, the spell text for reference:

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Also, Jeremy Crawford has clarified that it has a base.

The spell is clearly aimed at a party trying to avoid low level nuisance whilst camping in the wild and avoiding the negative effects of weather. It is absolutlely not a way to escape a dragon and her armies

Tactics one by one. Some are cleverer than others. You'll have to match them to the intelligence of the BBEG of the dungeon. Any half-way effective military outfit, even those run by those of ordinary intelligence, will have at least some tactics at their disposal. It is their job after all and they do it all the time.

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The objective here is not necessarily to circumvent the spell, but to counter it's utility. These tactics are not all designed to be fully carried out, but rather to either stop the use of the dome prematurely, or prevent a long rest within it.

Dispel Magic

Any force worthy of a bunch of level 5 adventurers (the first time the party will have access to the spell) is going to have a caster of the sort of level that might have dispel magic at hand.

Gather an overwhelming force

8 hours is a long time. Describe how every hour or so, the re-enforcements arrive. It should be clear that by waiting the full 8 hours, they face overwhelming odds. In a world where magic is possible, having stuff like counterspell and dispel magic available would be a must.

Tunnelling

It has a base, and it is immobile, so neither the dome, nor the inhabitants can fall. Dig beneath the dome to start their turn with some falling damage, for extra fun, light a fire or add spikes or some other sort of antics

Pile up Stones

Pile up stones on the dome, when the dome ends, the stones collapse and crush the inhabitants. As a slight amendment to this, why not cement the stones in place. You want to stay in a little dome, well, here you go!

Fell trees/Collapse the ceiling.

Just absolutely crush them. Now the issue is, "how the fuck do we get out of this." This can also be water, or acid…

Noise

Surround them and make a racket for 8 hours. The party are kept awake. Note the spell only talks about the atmosphere as regards the weather, not noise etc which leads to…

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Smell

Release incredibly noxious smells on the party for a similar effect

Sights

Note: Talk to your players first. Even then, keep it vague. Also TW for torture etc. Presenting the party with horrific sights like the execution or torture of hostages. Lacking that, a real evil villain might just torment a low level minion. Watch your party erase "lawful good" and write in "Chaotic Evil" when they decide to tell you that it doesn't bother their character. Again no long rest due to the general environment.

Brick them in

If they are in a room, just brick them in.

Reinforce, Reset and Restructure

Take the time to reset all the traps, maybe even reset the layout of the dungeon, strengthen defences etc.

Other things

Dragon breath is not an object or a magical effect, neither is smoke, or poison gas. All of these are options if you are willing to be a real bastard about it.

Final Thoughts

You might only do one of these things or combine them. The point of these strategies isn't so much that you carry them out, but rather that the party might see the ceiling is being primed to collapse and react, or see the enemy gather and deside to attack now before it is too late. The aim, in short, is to drive the action forward.

Players can get in the habit of assuming a long rest is theirs by right. Any good warrior would know keeping the enemy tired and on the move is a key factor in waging war. Anyone that has been competent enough to create and manage a dungeon isn't going to let you have a breather, and will see the party gathering in a tight space inside a massive, incredibly obvious (as it is opaque from the outside) dome as a massive boon.

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Also, want to say I started DMing last year and this sub helped me loads. Feels good to have something to contribute finally.

Feedback or anything to add to this little strategy guide?

Edit: Seriously, fuck this sub. I've never done any of these things at my table FYI. I just have been thinking about the spell and some interesting ways to counteract it that gives players some problems to deal with. But apparently I'm just a shit DM that's butthurt about a spell. I've used this sub as a resource for a year and thought I'd just contribute to it. Lots of new DMs see LTH as a way of players noping out of their plans. I thought maybe I'd give them some fun ideas for keeping the game going when players use the spell in obviously bad moments and settings.

Fuck it. This is the last thing I post here if I'm just going to get ad hominem attacks for it.

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