mamba
Legend
I'd be surprised if it were that early, for that 5e has to fizzle out considerably in the next 3 years or so. I doubt we can see a new edition before 2032, if thenYes, I think 2030 is a good general guess for 6e.
I'd be surprised if it were that early, for that 5e has to fizzle out considerably in the next 3 years or so. I doubt we can see a new edition before 2032, if thenYes, I think 2030 is a good general guess for 6e.
"You can just houserule it" is never a good response to (subjective or objective) problems with the rules. That's like telling people who are upset about linear fighters, quadratic wizards to "just houserule it if you prefer balance."I gave how I would rule. Which is my point, either command is overpowered for a first level spell or already restricted to a few basic options depending on the DM.
If, as a DM, you prefer shenanigans you can just house rule and allow it.
Again, it's not as bad as you're painting it. It's not that the players are arguing all the time, every time. No one is being unreasonable. That's the thing, no one has to be unreasonable here because, as you say, the rules are open ended. Which means that the players are going to gravitate towards trying to do stuff outside of the box. Not every time. Of course not. Just often enough that it becomes a thing the DM has to deal with.
It's just so exhausting. Because it never, ever ends. It just keeps going around and around, not because anyone is unreasonable, but because while you had that conversation with Players A through E, now your group consists of A, C , and G, H and I. And those three new players haven't had those conversations with you yet.
It's not a player problem. It's a problem with the mechanics. And it is so easy to resolve. The new Command spell is exactly how you resolve this. You tighten up the language a little bit. Not a lot. Just enough to cover 90% of the stuff that the spell was being used for anyway and shave off that 10% that was causing the headaches. Because, again, playing silly buggers with the vaguely defined effects of spells isn't creative. Using a Command spell to lure the troll into that carefully crafted kill box after the party has hammered out strong tactics and plans? THAT'S creativity.
Maybe they felt the power of Command was too variable and dependant on the player's wit and wanted it to be more predictable by the DM?
Type in "I'm leaving 5e" or "Why I left 5e" in YouTube.
Most of the videos repeat the same things on the DM side
This is what the starter sets are for: learning to DM when the mentor system isn't working.
And I disagree that WotC has done anything to get DMs excited about 5.5. Just saying the DMG will be better isn't nearly enough.
Yeah, a lot of those games are easier to DM...but often harder for newbies to play since they put more weight on the players by taking it off the DM.Other games are easier, especially ones that don't really have a GM along the lines of what D&D requires. There are also games that are going to be more difficult. But at a certain point it's just comparing apples, oranges and personal preference.
Considering the companies that designed or changed their game to separate it from the OGL, it might as well have happened. Besides, their clear intention to burn down the 3pp house, even if thwarted, is more than enough for some.
So, bathos seems to be a term for when characters in a fiction provide their own comic relief rather than have it provided for them by another character whose main function is to be that comic relief.Short answer: That scene with Loki and Hulk in first Avengers movie that Hollywood has copied ad nauseatum ever since.Bathos - Wikipedia
en.wikipedia.org
Not a strawman at all, in that long experience has shown me that players who take the game as seriously as you seem to want are also the players who aren't going to react well out-of-character to bad things that happen in-character, and would indeed directly equate your character attacking mine in the game as you attacking me in person because they either can't or won't separate the two.And now you're conflating getting invested in the roleplay and story with inability to tell what happens to your characters from a personal attack, which is one hell of a strawman.
Meanwhile the bard is giggling at all of you with his Dissonant whispers spell which has never been language dependent and deals direct damage.
I wonder why no one has been bitching about that for the past ten years.![]()
To each his own I guess.How would removing literally my favorite part of D&D be a problem to resolve?
I think you're still not quite grasping just how deeply people think that this is a feature not a bug. Of course you don't have to agree with me, but I think you have to acknowledge that what you're considering a chore is the #1 thing I look forward to when I sit down on the DM chair.
But Command and Dissonant Whispers are almost, not quite, but almost exactly the same spells. Caster forces enemy to take an action. The only difference is Dissonant Whispers has a single, specific effect, and Command is written with vague wording because that's the way it was written in the PHB forty years ago. I mean, heck, you only have to look at how new spells are written. You don't get these vague, open ended spells because they cause nothing but problems at tables.Dissonant Whispers has always been a pretty straightforward spell with direct, uncomplicated effects.
The discussion is about taking a game mechanic that once had a possibility for nuanced, creative, spontaneous play experiences, and turning it into something straightforward, direct, and uncomplicated.
There is no inherent problem with straightforward, direct, uncomplicated attacks. They're a welcome addition to any turn where you just want to deal damage and move the game along and not think too hard about what you're doing. They're an "I hit it with my sword" mechanic, and there's nothing wrong with that. It's essential, even!
But when I choose to learn and cast command and I choose to do something off-script with it (and we're now three choices deep, so I've been well prepared for this), I am inviting the DM to play with this thing with me, to riff off of me, to build something much more interesting than another bit of damage, to imagine this as a collaborative story-building moment and not a moment of "subtract number from other number until it's 0." Part of the fun (as a player AND a DM) is that it lets me do something more creative than that.
It's entirely legit to criticize the designers for removing something that was fun about the game. D&D is not a game about monster fighting, as much as overly analytical designers and online discussions might focus on that, entirely missing the forest for the trees when they do.
To each his own I guess.
To me, this is the absolute number one thing I hate about DMing D&D.
And I don't think I'm quite as alone here as all that. Because, as a player or as a DM, I've noticed that those "open ended" spells are either top of DM's banned lists, or are just not taken by players. I mean, sure, illusions are great on paper. But, how many illusion spells (and I mean straight up creating image spells, not simply stuff like invisibility or hypnotic patern) have you seen cast in, say, the last ten sessions you played or ran?
Me? None. The players never use them because they're just too random. Who knows how they're going to be adjudicated? Is it going to be done with the intent of the game? Or is it going to be nothing but Monkey Paws all the way down. It's the reason I see players come to my table who will spend two hours trying to word a wish because they automatically assume that the DM will try to weasel out of it.
Last night's session was a perfect example. The party enters a temple of Vecna and there's an ongoing ritual going on. Lots of chanting and whatnot. Party Psi-fighter uses his flying power to fly into the room, which triggers the ongoing Mass Suggestion effect for anyone entering.
Me: Ok, you failed your save. The suggestion is to sit down and start praying.
Player: Ok, well, I'm in mid air, so, I stop and sit down in mid air. When my turn is up, I fall and take damage, so, I get another saving throw.
Me: Facepalm.
It's exactly that sort of crap that I detest. Cheesemonkey weaseling out of effects because I didn't write a freaking ten page contract in order to give the exact wording of the Suggestion.
And I guarantee that if I did it the other way - if the party had cast the Suggestion and I did that, they'd be the first ones to cry foul.
It just sucks any and all enjoyment out of the game for me.
That's not the reason command was written that way in 2014. I can confidently say that it was an intentional choice, not an accident.But Command and Dissonant Whispers are almost, not quite, but almost exactly the same spells. Caster forces enemy to take an action. The only difference is Dissonant Whispers has a single, specific effect, and Command is written with vague wording because that's the way it was written in the PHB forty years ago. I mean, heck, you only have to look at how new spells are written. You don't get these vague, open ended spells because they cause nothing but problems at tables.
It's not fun for me. It just isn't. It's players trying to game the system, rather than actually playing the game. People can tell me how much fun this is until the cows come home. I have zero interest in playing amateur game designer in the middle of a game session. Vague, open ended effects are simply poor game design as far as I'm concerned.
Trojan horsing a martials vs. magicals argument into here is a meaningless distraction. It doesn't just move the goalposts, it imagines we're playing a whole different sport. Stay on target.I mean, we don't allow this for anything other than magical effects in the game. Ever. I'm not allowed to cut off someone's hand with a great axe. Full stop. There is literally no rules in 5e D&D that let me disable a monster's claw attack. Despite the fact that there should be. If I ask the DM, "Hey, can I disable the creature's claw attack instead of dealing damage?" No DM would ever allow it. Just not going to happen.
But, as soon as I'm using a spell? Hoo Boy! I get to tell the DM all sorts of things and so long as I can convince the DM that it's okay, then I get to do it. Create Water inside a creature used to be a thing, and now it's not. Have we really lost creativity because I can no longer make a monster's head explode with a 1st level cleric spell?
Because, as he has said easily a dozen times in this thread already:But, like, you're the DM, so what's forcing you to agree to the exploit? Or preventing you from having it work Only Once? Or limiting your ability to say Yes And or Yes But? Why AREN'T you comfortable doing a bit of house ruling for your preferred experience?
To each his own I guess.
To me, this is the absolute number one thing I hate about DMing D&D.
And I don't think I'm quite as alone here as all that. Because, as a player or as a DM, I've noticed that those "open ended" spells are either top of DM's banned lists, or are just not taken by players. I mean, sure, illusions are great on paper. But, how many illusion spells (and I mean straight up creating image spells, not simply stuff like invisibility or hypnotic patern) have you seen cast in, say, the last ten sessions you played or ran?
Me: Ok, you failed your save. The suggestion is to sit down and start praying.
Player: Ok, well, I'm in mid air, so, I stop and sit down in mid air. When my turn is up, I fall and take damage, so, I get another saving throw.
Me: Facepalm.
It's exactly that sort of crap that I detest.
Cheesemonkey weaseling out of effects because I didn't write a freaking ten page contract in order to give the exact wording of the Suggestion.
And I guarantee that if I did it the other way - if the party had cast the Suggestion and I did that, they'd be the first ones to cry foul.
It just sucks any and all enjoyment out of the game for me.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.