Command: Flee

lotuseater

Explorer
Since it says that the command can't be directly harmful to it, I think a DM would be justified using it's action to Disengage and then moving. It really depends on the DM though. I'm not even sure how I would play it as the DM. Probably would depend on the group. The spell even says the DM determines how the target behaves, so it all depends on how the DM reads it.

IMO, dashing away, and thus inducing one or more attack of opportunities, is not directly harmful. It is indirectly harmful, as the action of fleeing allowed someone else to attack it. Direct harm would be stabbing yourself or jumping off a cliff. You might argue an experienced warrior might be aware that dashing away without disengaging leaves it open to attack, BUT in some strategic situations it makes more sense to flee without disengaging, despite the attack of opportunity. The fact it's a case by case basis as to what's the best form of retreat highlights the fact it is not directly harmful. I'd rule that fleeing pushes the affected creature to single-mindedly focus on that particular command at the exclusion of all else (including disengaging), as long as direct harm is avoided.
 

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lotuseater

Explorer
One thing I was just thinking is how many commands would a PC know in other languages. Since there is only one common language, would PCs know other language commands, or should they only know what they have listed as languages they are fluent in. I was thinking how many other languages I can say 'hello' or 'good-bye' in thought that if I could cast command that I would as least want to know how to say 'flee' in goblin, orc, and maybe giant.

I guess this would be a DM thing or maybe making a check. Not sure on the check in that if the PC makes one and then fails against the next goblin. You could say that it is a inflection think or not pronouncing right the 2nd time, so I guess it could work.

Along the same lines, other languages might have different types of words. Think of german, with multiple words condensed into one extremely long word. Perhaps Sylvan has a single word that means "Give up all your possessions and go live in a tree for a century." Who knows what kind of funky words are in abyssal and the like? Definitely wide open in terms of creative options available to the players and DM.
 

Hussar

Legend
I have to admit, I'd go with [MENTION=27029]lotuseater[/MENTION]'s interpretation here. "Flee" is essentially a one round Fear effect. More or less. Giving a lesser effect just because it happens to be extra good this time (there are PC's nearby that can AO) seems unnecessarily limiting.

I mean, we can cause suicidal cultists who will never break morale to "flee" despite them knowing that this is a death sentence from their superiors. Now, I can see the Dash that the NPC takes not being in perfectly straight lines, so it could avoid an AO if possible, but, I wouldn't rule that the NPC can take any other action than Dash if given the Flee command.

The text of the spell is pretty clear:

Flee: The target spends its turn moving away from you by the fastest available means.

Taking the Disengage action is not moving away by the fastest available means. However, other movement forms, like teleport or flying certainly are. I'm on the fence about Ethereal because technically, you haven't moved any actual distance away, but, also technically, you are infinitely far away. :D I'd say the intent of the spell would mean that the target would not spend an action going ethereal since this doesn't actually increase the physical distance between the caster and the target.

But, an Earth Elemental, for example, could certainly Earth Glide straight down. That sort of thing.

And, on the other side, if you use "Approach" (typically to draw a bunch of AO's and probably land the NPC in some sort of aura effect", you likely wouldn't use Ethereal to do that. The point that Halt commands allow flyers to move their minimum safe speed to stay aloft does indicate that you won't do anything directly harmful (like going splat) but, anything else is fair game.
 
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guachi

Hero
I wouldn't object to "flee" causing the target to usually use its action to dash and draw an Opportunity Attack.

It's basically what Dissonant Whispers does and that causes damage. And which is better, fleeing now with a reaction or later with an action?
 

Stalker0

Legend
IMO, dashing away, and thus inducing one or more attack of opportunities, is not directly harmful. It is indirectly harmful, as the action of fleeing allowed someone else to attack it. Direct harm would be stabbing yourself or jumping off a cliff.

I guess my question in this interpretation is how likely does the damage have to be to count?

If I have heavy armor mastery, i could take a 30 foot cliff fall without a single point of damage. Very unlikely, but possible.

Meanwhile taking two OAs from seasoned warriors can do a hell of a lot more damage than even a very large fall of a cliff. So how is a cliff falling more direct than the OAs?
 

MarkB

Legend
I guess my question in this interpretation is how likely does the damage have to be to count?

If I have heavy armor mastery, i could take a 30 foot cliff fall without a single point of damage. Very unlikely, but possible.

Meanwhile taking two OAs from seasoned warriors can do a hell of a lot more damage than even a very large fall of a cliff. So how is a cliff falling more direct than the OAs?

The seasoned warriors might miss. The ground won't.
 

Lidgar

Gongfarmer
IMO, the Flee - or Approach - command with OA's is OK. Both Approach and Flee talk about "shortest/fastest possible/available means", which in my mind means the Dash action.

Also look at the Grovel action - that allows adjacent creatures to have advantage on their attacks, while the affected creature loses its turn.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Yeah, Command is a great, flexible spell if language is not an issue.
 

Rob Phillips1

First Post
When we deployed to Iraq or Saudi the first time, we all learned the basic command words like halt and leave. If American Soldiers learn the key phrases before heading into combat, I'm sure seasoned adventurers would as well. Of course, more colorful phrases followed after time as well. ;-)
 

aco175

Legend
When we deployed to Iraq or Saudi the first time, we all learned the basic command words like halt and leave. If American Soldiers learn the key phrases before heading into combat, I'm sure seasoned adventurers would as well. Of course, more colorful phrases followed after time as well. ;-)

Welcome to the boards, it is nice to see fellow soldiers. Have some XP to get started.
 

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