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

What sort of things you do you in mind here? Because your examples of players being jerks are players doing exactly the sort of things I like, so I wonder what your examples of players being awesome consist of...
All of your examples - jumping around, fighting stuff, using the scenery, all that sort of stuff? Yeah, fantastic. No problems at all since it's very different from what we're discussing.

Using the vaguely worded spells to try to cheese weasel your way into something? That's not being awesome.

Just to be clear - if the players are engaging the rules of the game, that's not something I'm interested in playing. If the players are engaging the in game fiction to it's fullest extent? I'm 100% behind them, cheering them on.

So, sure, leaping from a tree the latch onto that passing dragon and start stabbing it? I will move heaven and earth to let that happen. Start doing penny ante silly buggers semantic games with how I happened to off the cuff word something like a suggestion spell where the intent and word is absolutely clear - "sit down and start praying" isn't exactly hard to understand - yeah, I get very frustrated, very quickly.

It just sucks any joy out of the game for me. Because it tells me that the players couldn't give a rat's petoot about what's going on in the game. They obviously aren't immersed at all because they're focusing on game mechanics rather than the actual game. I'm just so tired of that.
 

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I see where you're going here but the problem is that that just creates the need for so so so many spells. More spells than there is room for in core. Maybe a good solution would be a spell splatbook that's nothing but one big fat book of hundreds and hundreds of spells with some guidance about which ones are appropriate for different campaigns. But there just isn't enough room in a PHB for all of the spells your approach would require so the best solution for a mainstream game like D&D is a slew of spells that work in different ways to create a messy and imperfect compromise, i.e. more or less what 5e does.
Rolemaster is great for offering a huge number of spells, many of which can be extremely niche, while others are slight variants of other spells. It works great, but if I want that, I'll play RM. If I'm playing D&D, I want more powerful spells in limited numbers, with a motivation to find versatile and interesting uses for them. I love DMing for a 1e Illusionist PC.
 

Sure, because you seem to have the issue with Command. And now Fly. And Suggestion. And any illusion spell.

But because you haven’t had a player try to abuse Dissonant Whispers, of course, it must be all those spells that were wrong! 😑
Fly? Oh, right, the "I sit down in the air despite knowing that my flight will only last to the end of my turn, deliberately harming myself so I can get another saving throw". Yeah, that's a problem with fly...

You never did answer the question though. How many illusion spells have your players cast in the past ten sessions? Even the one person who did talk about using illusions STILL hadn't actually cast any actual illusion spells, just used a very concrete ability from a cleric power that had zero rules vagueness.
 

...

I just had a bit of an epiphany.

I don't have to argue this point. I won this time. WotC has changed the rules to what I want, for a change, instead of throwing me under the bus.

Imma gonna take the win and walk away. Y'all have fun complaining about how WotC hates creativity or whatever it is you've been trying to say. I'm going to make myself a little schadenfreude sandwich and go over here and enjoy it.

Good gaming folks. I'm bowing out.
 

Using the vaguely worded spells to try to cheese weasel your way into something? That's not being awesome.
You keep saying things like this, and saying that players who try and use open-ended spells in unique or unexpected ways are jerks.

You might want to stop and consider that fact that plenty of people in this thread enjoy the sort of play you claim is the domain of jerks. Interestingly, most of those who enjoy that style of play seem to be reporting no history of conflict and frustration at their table, while you're the one talking about arguments and games constantly grinding to a halt. And yet you continue to blame everything on the rules, and nothing on the people you've had these issue with.

I get that you like tighter wording, and you're welcome to your preference, but your insistence that people playing differently then you aren't playing correctly is becoming tiresome.
 

Thanks, I needed a chuckle this morning.

A minor change to one first level spell is not at all comparable. I tweak a couple of spells, effectively ban a couple others because I don't care how they work. I assume many, if not most DMs make little changes here and there. It's not like we're rewriting the game. People are really making a mountain out of a molehill on this one in my opinion.
Like I said upthread you're confusing hill to die on with litmus test. For example, if my DM tells me "sneak attack is really OP" then I'm noping out of that game since any DM that thinks that doesn't know 5e mechanics well enough to run a good 5e game. This is the case even if I'm playing a barbarian and nobody at the table has a rogue. It shows me what the DM's approach to the game is and gives me a good enough picture of how they'll roll to know that the game isn't for me.

Similarly if a DM tells me "Command is a badly-written spell, it's too open ended" I'm noping out of that game since any DM that thinks that has a VERY different idea of what is fun than I do, to the extent that I'd struggle to have fun in their campaign. This is the case even if I'm playing a barbarian and nobody at the table has Command on their class spell list. It shows me what the DM's approach to the game is and gives me a good enough picture of how they'll roll to know that the game isn't for me.

And I don't want to sign on for an edition that is written by people who I wouldn't trust to DM a game for me. They obviously don't see eye to eye with me about what makes D&D fun so I don't expect that future D&D products will be fun for me.

I can definitely see 5e as a follow-up to 2e but with different technology under the hood. The reversion of magic items to pre-3e structure is a major part of that because one of the biggest shifts in D&D play was the magic item economy in 3e - it really changed (or damaged depending on your perspective) how players approached their characters. It gave you something to do with treasure other than spend on training costs from the ol' 1e days, but it sucked the joy out of the room with respect to most oddball magic items.
And I have to say, 5e's reversion on magic items is a significant reason I prefer it to the 3e family. For many years after 3e first come out (then 4e, then PF), remained my second favorite edition. 2e cleaned up some of the worst of 1e, filled in many of its gaps (still managed to cock up the ranger, oh well, not everyone's perfect), while still keeping what was best about 1e. 5e shifted play back toward 2e to the point where I found it extremely comfortable and easy to work with, easier than any of the 3es.

I've mentioned it a few times in this thread, but if you want a 3.5e spin-off that isn't dependent on magic items at all, check out Mongoose d20 Conan 2e. I absolutely adore its magic system and everything works perfectly fine if the PCs have no magic whatsoever.

Well, part of it too is that when you have memories of rules across different editions, it gets hard to remember what edition has what rules, and this is one of those cases where I don't know if I want to change something that we've established in our game for awhile now.

Indeed. I didn't realize that 3.5e command didn't allow you to use any verb you wanted until I'd been playing that edition for YEARS since my head was so full of 2e-isms. For me it's often easier to pick up a whole new RPG than to make my brain accept a new edition of D&D without getting details mixed up.

I do not disagree with the idea that 5.5e will be similarly not so great for getting new DMs injected into the hobby.

That's why I fully expect the rumblings of a 6th edition to begin sometime in the next four to six years. An edition made from the ground up for the new blood that 5e brought in, rather than the (IMO incomplete/half-baked) effort represented by 5.5e. Every edition "update" or "revision" has a shorter lifespan than the pre-update did.

Good point. I think the first thing they should do to make 6e rules match how 5e is actually played is make sure that the game's wheels don't fall off if you only have 1-2 fights per long rest. That's the single biggest mis-match between actual play and system from what I've seen.

Sure. Literally dozens of players, both in groups I've DM'd and played in, across decades of play.

If literally dozens of players across countless groups and decades of play really really enjoy doing something, maybe you should let them? I mean, you wouldn't have people constantly do that if it wasn't fun. I don't mean just roll over and let players do anything they want, but it's important for DMs to look for patterns of things that players enjoy and embrace that rather that fight it. I mean I don't really give a naughty word about pets in D&D, but players love that naughty word I make sure they have plenty of opportunities to get themselves pets. Makes them happy and happy players make me happy.

The changes in 5.24 are simply a continuation of the general tightening of the rules that's been wending its way through the game for years.

More's the pity :( Next they'll remove Fast Hands I suppose...They already proposed gutting it in one of the 5.5e UAs so I know that at least someone on the 5.5e team wants to...

So we're all cool that anyone trying to convince a target to breathe poison, jump off a galloping horse, swim in plate mail or throw themselves off a cliff attempting to fly is effectively wasting a first level spell slot to do nothing more creative than "do nothing for one round" if even that.

Yes, I'm perfectly fine enforcing the clearly-worded rules of the spell.

All of your examples - jumping around, fighting stuff, using the scenery, all that sort of stuff? Yeah, fantastic. No problems at all since it's very different from what we're discussing.

For me a lot of the stuff we're talking about is exactly like that. I don't see much of a difference between the rogue using scenery to get advantage and the caster using the specifics of what the enemies are doing to tailor a Command word for the specific situation they're in.

Now trying to play stupid metagame naughty word games to make a spell do something that was never intended to do because of semantic games is one thing ('har har, I cast create water in his lungs and drown him, right after casting heat metal on the iron in his blood"), having Command do exactly what it's supposed to do is quite another.

...

I just had a bit of an epiphany.

I don't have to argue this point. I won this time. WotC has changed the rules to what I want, for a change, instead of throwing me under the bus.

Imma gonna take the win and walk away. Y'all have fun complaining about how WotC hates creativity or whatever it is you've been trying to say. I'm going to make myself a little schadenfreude sandwich and go over here and enjoy it.

Good gaming folks. I'm bowing out.

Yup, you're exactly right. People like you have convinced WotC to take your side of the argument instead of trying to find a compromise. That's exactly why I posted this thread. I'm going to miss 5e's attempt at a compromise as messy as it was instead of coming down increasingly hard on one side of this issue. 5e succeeded because it was a compromise (however imperfect). We'll see how 5.5e does. I don't have high hopes for it.
 

You know what? just watch this video and you'll get what I have an issue with
Ugh. So you and the maker of that video don't like too much irony and humor. Fine. Find players who are like minded. Done.

But don't pathologize the fact that people like that kind of humor or that it's successful. You just have a different preference - not an elevated one.
 

Ugh. So you and the maker of that video don't like too much irony and humor.
Way to entierly strawman the argument because you coul;dn't find a counter

But don't pathologize the fact that people like that kind of humor or that it's successful. You just have a different preference - not an elevated one.
Well, from my perspective I feel this entire thread is pathologizing my preference for more immersive and sincere storytelling, my preference for emotionally driven roleplay and my dislike of toilet humor. I had people call me puritan and say I'm too stupid to discern reality from ficiton for not liking your prefered style of play, which has been described as "what d&d is all about" or along those lines.
 

I've mentioned it a few times in this thread, but if you want a 3.5e spin-off that isn't dependent on magic items at all, check out Mongoose d20 Conan 2e. I absolutely adore its magic system and everything works perfectly fine if the PCs have no magic whatsoever.
In the unlikely event I ever wanted to run a 3e-era d20 game again, Mongoose Conan would be the game.
 

Fly? Oh, right, the "I sit down in the air despite knowing that my flight will only last to the end of my turn, deliberately harming myself so I can get another saving throw". Yeah, that's a problem with fly...

You never did answer the question though. How many illusion spells have your players cast in the past ten sessions? Even the one person who did talk about using illusions STILL hadn't actually cast any actual illusion spells, just used a very concrete ability from a cleric power that had zero rules vagueness.
Given we’re not even playing D&D at the moment, your question isn’t relevant to me, but yes, I’ve had players cast illusions before. One used to have Phantasmal Force as his regular utility spell because it would get them out of jams like losing sight of a pursuer by making a doorway appear like a stone wall.

Your issue appears to be the speed of the game, from my perspective. Losing a turn shouldn’t cause the angst that it seems to be causing your players but there are plenty of spells and abilities that do exactly that.
 

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