D&D (2024) Command is the Perfect Encapsulation of Everything I Don't Like About 5.5e

This really remimds me on 3 to 3.5 where the spell made exactly the same change.

And I am still very annoyed about spells not getting balanced.

Yup TSR-D&D, 3e, and 5e have open-ended Command spells. 3.5e, 4e, and 5.5e have lock-down versions of Command where only certain verbs are allowed.

This makes Command a pretty damn good indicator for whether an edition is more "rulings not rules" or "rules not rulings."

The upshot of this is that for 6e I don't need to read all of the previews when it eventually comes out. I just need to check the text of Command spell and I'll be able to immediately see if the devs have their hearts in the right place.
 

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Oh thank god they removed the language component. Makes the spell actually worth taking instead of hoping you meet something that just happens to speak a language you share.

And frankly, I never saw command used in any other way than what was in the 5e phb.

Nobody ever tried to come up with another verb? Ever? Discussing D&D online makes me realize that other people play D&D very VERY differently from each other. Which is probably the source of a lot of arguments. For the kind of groups I played in not coming up with things like crazy new verbs to try on Command would be just as alien to the D&D experience as not quoting Monty Python.
 

Nobody ever tried to come up with another verb? Ever? Discussing D&D online makes me realize that other people play D&D very VERY differently from each other. Which is probably the source of a lot of arguments. For the kind of groups I played in not coming up with things like crazy new verbs to try on Command would be just as alien to the D&D experience as not quoting Monty Python.
No. Why would you bother? Repent? That's just Grovel.

To be fair, in ten years, I think I'm the only one I've ever seen actually USE command, let alone try using it in funky ways. It was a spell that almost saw no air time. To me? I'm absolutely thrilled to see spells get more exact uses.
 

No. Why would you bother? Repent? That's just Grovel.

To be fair, in ten years, I think I'm the only one I've ever seen actually USE command, let alone try using it in funky ways. It was a spell that almost saw no air time. To me? I'm absolutely thrilled to see spells get more exact uses.

Even if nobody is using Command for anything but Grovel or Flee it's a solid spell in terms of raw DPS is you have a fairly heavy melee front line. Hell, it can be basically Save or Die if you use it for Flee if it's on a critter that's surrounded by a bunch of your party members and that's very good for a fist level spell. It also upcasts very well in that it can make half the enemies miss their turn which is a great advantage in terms of the action economy.

In terms of creative uses "repent" gets them to, well, repent. Can be a great source of info. As far as other uses there are a lot: A lot of these are fairly useless but a lot are fun. Also a lot are GREAT for out of combat uses to get people to do specific things when you're not trying to kill them.

As far as giving spells more exact uses, all of my favorite spells and abilities in 5e are the ones with the LEAST exact uses. I love Fast Hands more than any other thief ability etc. etc. Seeing summon spells turned into boring AoE instead of actual summoning spells makes me sad despite knowing that they needed some nerfing (although nerfing doesn't seem to have happened...).
 


No. Why would you bother? Repent? That's just Grovel.

To be fair, in ten years, I think I'm the only one I've ever seen actually USE command, let alone try using it in funky ways. It was a spell that almost saw no air time. To me? I'm absolutely thrilled to see spells get more exact uses.
Command shows up fairly often at low level in my games, sometimes with some funky one-word instructions given. Even at higher level it gets busted out now and then.
 

Command shows up fairly often at low level in my games, sometimes with some funky one-word instructions given. Even at higher level it gets busted out now and then.
It's a good one against legendary foes, because it's a minor spell-slot investment if they burn a legendary resistance, and yet no legendary creature wants to lose their turn. And hey, now it's applicable to a wider range of such opponents.
 


I agree with OP. The old Command was IMO how a spell should be; some listed mechanical effects but also flavor that allowed you to freely play with the idea of the spell. I much prefer that as opposed to just mechanical effects.

It would be better for the game overall if spells relied just a bit more on user interpretation. IMO, that's what makes magic cool -- how we interpret it.
 

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