Ok. But not into lava. Because then you are stuck. Or to death, then you don't move anymore.
I agree with you here. Lava is not defined in 5E AFAIK. I've had DMs play with it being difficult terrain, I've had DMs play with it being like water and you could swim in it and I've had DMs say you could walk on it normally.
I've never had one rule that you got stuck, although that probably makes the most sense (more than swimming certainly) and if this is what Lava did at your table then one would not try to run through it.
No. But if the spell detects an invisible wall of force, I command you to flee when you are in room without a different exit. I block the only exit. The spell will force you to find the invisible secret door so you can move away.
Situationally possibly. It would have to meet a wierd combination of specific geometry and movement and you would need to be able to open the secret door as part of your move. If all those things were true then I guess yes. I've never seen that in play though.
Ok. If my boss tells me to flee, I use the fastest one to escape safely if possible. Because killing myself is not fleeing per definition of the rules.
"Fleeing" is not being commanded to Flee per the spell and a fall off a cliff will not kill most PCs. Fall damage is capped at 20d6.
There is nothing about safety in the 2024 spell. Not only this, that verbiage was actually removed, the 2014 version of that spell did have that caveat. They purposely removed it, if they wanted that to be a consideration they would have left it in there.
Command is a powerful spell, but it is hardly OP compared to other 1st level spells. It is generally less powerful than Sleep and Tasha's Hideous Laughter. In some specific circumstances it is better than these two.
If jumping is the only possible way to have a chance of survival, I take my chances and jump.
Like I said any PC with over 10hps has a "chance" to survive a fall from any height and any PC over 35 hps is probably going to survive that fall.
(Imagine a fire in your home. You should flee. If you can safely exit without juming through a window, I guess you do).
That is different than a spell commanding me to flee. If someone casts Hold Person can I choose not to be paralyzed because it is suicidal and only be paralyzed if it is safe to be so. What about being commanded to "Drop" my sword or "Grove" and go prone. These are generally far more dangerous in combat to most creatures than jumping off of a cliff. Can I choose not to do these too?
There is a difderence however. Thunderwave does not make you flee.
No but it makes me lose hit points, should I be able to avoid that if I fail a save and it is not safe to lose those hit points? I was not considering the push effect of thunderwave when I posted it, but shouldn't I be able to avoid that too if it is not safe?
Should I google it again for you?
The spell does not say it causes the target to ACTUALLTY flee. It doesn't say that anywhere in it. This is a fundamental difference between the 2014 version and the 2024 version.
How do you have experience with this when you don't allow the spell to be used this way?
The claim is that push is more powerful in play for pushing people into things or off of heights and that is based on experience with push and the 2024 version of command. If you haven't allowed this to be done with command what is the experience you are basing this on?
Because it is a way of moving that you are used to. Jumping down a cliff takes away your ability to move.
How does being insane change that? Sane and insane people generally move in the same fashion.
It says you should move the fastest way possible. If you jump from a cliff, you go down. That does not dramatically increase the distance first. So do we have to model it in 3d first and look which way is faster?
Sure I agree with this. It is highly situational and not something I have seen personally (although I have seen jumping off of buildings). That underscores why it is not extremely powerful
Edit2:
One last question... in your games, if a high level spellcaster is commanded to flee, do they have to cast teleport to get to the farthest away place they know?
Teleport is not movement and requires an action. The spell specifies you spend your turn moving so they can not teleport or cast mistystep or cast Jump or Levitate or spider climb or do anything that requires an action or bonus action on their turn even if it gets them further away. Again they are not running away or "fleeing" as they would from a fire. They are doing what the spell compels, same as if it was sleep or hold person or whatever else.
Since the spell requires movement you can do anything normally done as part of movement, so:
In the secret door hypothetical above, they could open the secret door if it was something they could do as part of their movement, but not if it requires Utilize or something else (which depends on the specifics of the secret door).
They could move their Conjured Celestial to damage enemies or heal themselves and allies (done part of movement). If they run by an ally that ally could grapple them using an AOO/Unarmed strike and the person being commanded could purposely fail the save thereby stopping their movement at that point. If they know they are running off a cliff they could yell out for an ally to cast Feather Fall (they can't cast it themselves because that would be a reaction on their turn).