Leomund's Tiny Hut (article)

Leomund's Tiny Hut was a column by Len Lakofka published in Dragon magazine. The series debuted in October 1979 (Dragon #30) and ended in April 1986 (Dragon #108).
The focus of the series was on "crunch", the game mechanics of Dungeons and Dragons, as well as exploring the backgrounds of artifacts, creatures, classes and spells. The column was named after the Leomund's tiny hut spell.
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==Articles==
Note that only articles relating to Realms canon (relating to the Forgotten Realms or Core D&D) appear here.
Issue 	Title 	Description 	Citation template
Dragon #30 	Good Evening - Are You Wild About Vampires? 	Here's Something to Sink Your Teeth Into; a complete guide to vampires in Dungeons & Dragons. 	
Dragon #31 	All Good Things Must End... 	Deadly determinations for an Advanced Dungeons & Dragons character's fate. 	
Dragon #33 	Smoothing Out Some Snags 	One of the writers of the DMG gives his unofficial clarifications of the effects of various AD&D spells. 	
Dragon #34 	The Segment of Action System Takes AD&D Melee One Step Further.	An alternate system for combat in AD&D. 	
Dragon #38 	Rearranging and Redefining the Mighty Dragon 	New rules for subduing dragons, along with magic use and other things to beef up dragons. 	
Dragon #39 	Starting from scratch 	How to start a campaign in Advanced Dungeons & Dragons. 	
Dragon #42 	The Inner Planes 	Rules for travel, encounters, and magic in the Inner Planes. 	
Dragon #44 	Monsters: How Strong is Strong? 	Giving strong monsters their just strengths. 	
Dragon #45 	Missile Fire and the Archer Subclass 	Expanded rules for missile fire in combat and the Archer / Archer-Ranger NPC class. 	
Dragon #47 	The Thief: A Special Look 	Advice on making the most effective use of the Thief's skills. 	
Dragon #48 	Mission control 	A formula for using the total XP earned by a party of adventurers with the XP to determine the power level of their opponents.	
Dragon #49 	A recipe for the Alchemist 	Another new NPC class. 	
Dragon #51 	Working Your Way up to First Level 	Figuring out what characters actually know at 1st level. 	
Dragon #57 	Shield and Weapon Skills 	Rules for determining starting weapon proficiencies. 	
Dragon #58 	Beefing Up the Cleric 	A pile of new spells for clerics. 	
Dragon #62 	Magic for Merchants 	Cantrips and other magics to deal with shop-lifters. 	
Dragon #63 	Make charisma count for more 	New rules for charisma: physical aspects, saving throw adjustments, and the effect on psionics. 	
Dragon #65 	Keep Track of Quality 	A system of item quality. 	
Dragon #68 	The Cloistered Cleric 	A new NPC class representing the non-adventuring cleric. Includes new spells. 	
Dragon #76 	For NPCs only: the death master 	An evil, necromantic NPC sub-class of the magic-user to foil your PCs in Advanced Dungeons & Dragons. 	
Dragon #80 	New charts, using the '5% principle' 	Revised charts for attacks, saving throws, and experience point values for monsters. 	
Dragon #104	Specialization and game balance 	Balancing the weapon specialization rules. 	
Dragon #105	Tone down the demi-humans 	Balancing the new demihuman races: Wild & Dark elves, Grey dwarves, and Deep gnomes. 	
==Appendix==
===Connections===
Category:Magazine articles
Category:Series of Realmslore
Category:Works by Len Lakofka