How can you say this? Its the DM plays it, who makes decisions for it (interpreting your orders through the filter of its perceptions) and who decides what the Sim wants. In a real campaign, I would likely play it as a copy of the Eldritch Knight, maybe with the twist that it wants to be a real person (the Pinnochio effect). It may even talk to the EK and beg him to help it. Depending on your relationship with the EK (and the campaign experiences of the EK to date), this could create an... intresting series of events.
What part of it does what the caster says makes you think the DM plays it? It acts on my initiative count following my exact orders.
"It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat."
So do loyal hirelings.
No, they don't. Hirelings roll their initiative, go on their round, have personalities, lives outside of work, and don't follow your exact commands.
And compare this behavioural limit to Aasimovs laws of robotics for AI. Its nowhere near as comprehensive as those three laws, and Aasimovs get 'worked around' in fiction all the time.
There is no comparison. The spell is clear. You are creating a house rule.
And this knowledge (if possesed by the EK) is also possesed by the Simulacrum of the EK. Meaning it will know that you intend to use it as an expendable force multiplier (as you have done on earlier castings of the spell). It is loyal to you, and friendly to you, but assuming this knowledge is available to it, it may very well interpret your orders not exactly as you intended, and whn not given explicit orders to the contrary may decide that the best way to be friendly to you, or the best way to carry out your orders, is to do something very different to what you intended or asked.
My intent would be to make the Simulacrum spell almost as much trouble as it solves, and replete with RP and story implications to make casting it a real 'choice' by the caster instead of a gamist only force multiplier.[
The spell text is clear. If you want to do this as a house rule that is up to you and the player to agree. We would never come to agreement on this. The rules regarding simculacrum have no ambiguity other than whether they can be healed by means other than the alchemical process which the game designers made clear with a ruling. The simulacrum has no life outside of your commands.
The spell text is very clear. The simulacrum is not self-aware and it does not even say it defends itself if the caster is not giving it commands. Not sure why you are attempting this argument when the spell text is very clear on how it operates. A simulacrum cannot learn and cannot improve. If is nothing more than an alternative of a summoned creature.
This is inarguable. Nothing in the spell text supports your view. I will leave it at that as we would never come to agreement on this. I'd leave your table as soon as this little gem of a house rule was attempted. Then again I like gamist force multipliers and expect them to work. Then on the rare occasions when something happens, it will be interesting rather than some house rule DM is using to limit a spell he doesn't like.
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