D&D General If we were re-designing the Tiny Hut-esc 'instant shelter' spells what would we change?

Leomund's Tiny Hut is just one of those spells, you know the ones, the ones that are really just a little TOO convenient to not take y'know? there are a couple of other in a similar vein to it that are designed to provide some level of 'instant shelter' to the players: rope trick, galder's tower and mordenkainen's magnificent mansion, but i was wondering, as a bit of a creative design exercise, what if we had to take those spells out and had to replace them with new slightly more balanced ones? what are the biggest problems with the existing spells? how would those new spells be designed? how would you do it?

For reference:
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (powdered corn extract and a twisted loop of parchment)
Duration: 1 hour
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
3rd-level evocation (ritual)
Casting Time: 1 minute
Range: Self (10-foot-radius hemisphere)
Components: V, S, M (a small crystal bead)
Duration: 8 hours
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.
3rd-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (a fragment of stone, wood, or other building material)
Duration: 24 hours
You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
  • A bedroom with a bed, chairs, chest, and magical fireplace
  • A study with desks, books, bookshelves, parchments, ink, and ink pens
  • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
  • A lounge with couches, armchairs, side tables and footstools
  • A washroom with toilets, washtubs, a magical brazier, and sauna benches
  • An observatory with a telescope and maps of the night sky
  • An unfurnished, empty room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
7th-level conjuration
Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
Duration: 24 hours
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects inside the extradimensional space are expelled into the open spaces nearest to the entrance.
 

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I've previously posted extensively on Tiny Hut (can't find post, it was years back). Basically, in each edition, Tiny Hut has experienced power creep until in 5e we got the most unrestricted version of Tiny Hut that is essentially a cost-free force field. Go back to older versions and you'll see that was not part of the original spell – it was primarily meant to be a weather barrier like a tent.

Part of the issue was that the WotC versions of D&D have backpedaled on highlighting wilderness exploration. "We've got to be mindful of the weather" is rarely highlighted in modern D&D play, IME.

The other issue is that WotC D&D leans even more into the "spell oneupsmanship between players and GMs" that was always part of D&D, but was magnified when they wanted to emulate the MtG business model. There's a GM philosophy among many D&D fans "the GM should be creatively adapting to the player spells, no matter how difficult understanding the spell's language is, no matter how taxing constantly adapting to spells in new ways is for the GM." There's positives to presenting new challenges to the players, but it can also be draining for a GM to run D&D / D&D adjacents compared to other games.
 

I think the key thing would be to make them not "I WIN" spells, as it were.

The issue they all have is that they just totally defeat environmental conditions, and they're ludicrously powerful.

The easy way to deal with this would be to make it so they were:

A) More reasonable of a level for what they do.

Galder's Tower is a particularly ludicrous offender here - I guess it's avoided attention due to being in an obscure supplement, but that should be at least 6th level based on the description, if not higher.

B) Not "I WIN", i.e. not absolute.

For example, Rope Trick needs to be wildly higher level or just not exist at all. Or be for one person maybe. Not bloody eight! That's just a spell that lets you arbitrarily avoid content. Maybe level 3 (not level 2!) for one person, and each upcast level above that it adds 1 more?

C) Actually conjure stuff in a more conjure-y way, not just force-fields and invisible/extradimensional spaces (which are boring as hell anyway). Tiny Hut should conjure, perhaps from local materials, a tiny hut. Operative words "tiny" and "hut" not "force" and "field". It starting at L3 might be okay, but it's a hut, and a hut doesn't provide any amenities nor perfect protection from the weather, nor does it ward creatures out. In a blizzard you're going to need to find a way to stay warm, even with the hut. In a flood, your hut will probably get washed away (debatable as to what happened before). In a storm, a tree might fall on it (it would be warded from doing so in the current version, said tree would bounce off).

Magnificent Mansion should probably be higher level (8th) and/or should require a ludicrously material component, or perhaps break from D&D tradition but make it so if you cast it with a level 7 spell slot, it requires a very expensive/rare component, level 8 a much less expensive/rare one, and level 9, none at all. Also I'd just ditch the extra-dimensional part. Why? If you want to gate people to your mansion or w/e, gate them to your real mansion. Which has real staff and real costs and so on. And casting it should make a huge noise and light show - I mean you know it would in a movie or book, not just a few quiet words over 1 minute. It should be quite a performance.
 
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Tiny Hut should not be a ritual, and it should have an AC and HP so that it can be destroyed by enemies. Though I'd give it a damage threshold (maybe 10, 15?) so it can't just be taken down by someone throwing rocks at it.

Rope Trick should not last a whole hour, imo. It's obviously intended to let you take a short rest, and I think that's too strong for a 2nd level spell. Though, they seem to have doubled down with the new rules, as now you can take a short rest in 10 minutes with Prayer of Healing...

I'd redesign Rope Trick to last 10 minutes, and I'd compromise by letting you pull the rope up so non-fliers can't follow. Then if you have someone with Prayer of Healing (2024) you still get the short rest but at least you're spending two spell slots for it.

Edit: Similarly, I'd give the walls of Galder's Tower their own AC and Health.
 

Galder's Tower is a particularly ludicrous offender here - I guess it's avoided attention due to being in an obscure supplement, but that should be at least 6th level based on the description, if not higher.
galder's tower was honestly the least offensive of these to me due to just conjuring (at it's minimum) two climate controlled rooms, two rooms with stuff in them admittedly, but at least it wasn't an extra-dimensional space or nigh impenetrable force field, and the stuff disappears with the end of the spell.
 

galder's tower was honestly the least offensive of these to me due to just conjuring (at it's minimum) two climate controlled rooms, two rooms with stuff in them admittedly, but at least it wasn't an extra-dimensional space or nigh impenetrable force field, and the stuff disappears with the end of the spell.
The sheer complexity and amount of stuff it conjures is kind of insane, given that its level 3 though, and like, Wall of Earth is level 5. The "stuff in them" just really devalues survival, and it makes it hard to have a proper level for Tiny Hut when this is basically "Tiny Hut but way more spacious and full of useful and pleasant things" and is the same level.
 

Tiny hut is ok as is. Maybe instead of boring force field it creates tiny cottage in local style, but it's tripped with alarm and arcane lock.

Rope trick is meh spell. Useful for short rests in inconvenient places, but it costs you spell slot. At lower levels, that is not small price to pay. Later, who cares.

From which book is that Galder's tower spell? Never seen anyone use it in game.

Magnificent mansion is ok-ish. If anything, i would change it to 8th level spell, but give it ritual tag. At that level (15+) game is already broken.

What is missing is something in between, like level 5 spell. I added that to my games called Comfortable townhouse. More creature comforts than tiny hut, but less lavish than magnificent mansion.
 

The way the rules are right now I'm not sure the spells all that problematic simply because getting a SR/LR are pretty easy anyways. So if you want to play a game where resting is harder (Which is a style I do like) then you almost need to start with some sort of quality of resting mechanics. For example if the resting mechanics were you need a bed to get a LR then Leomund's Tiny Hut and Galdur's Tower are already kind of nerfed.

I will say that for Rope Trick one use I've seen is to use it as a sort of quick mass invisibility, where they are basically hiding in the dimensional space for a few minutes and then leaving to continue on their way. And given that Prayer of Healing is now also a 2nd level "free" SR we will probably see less RT anyways and seems fairly balanced against each other. PoH is strictly better but can only be done once per LR, where RT isn't as good but can be done more then once per day.
 


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