D&D 5E (2024) Changes to the Command spell and its use at the table.

I would say that a targeted creature that uses its turn to move any distance away from the caster satisfies the text of the spell. Nothing in the spell specifies that the target needs to use all of their movement fleeing so they are not obligated to do so. If they spend their turn moving 5 feet or 30 feet, it's all the same. If there is any valid spaces that aren't damaging terrain, the recipient can choose to move there. A target on a 5ft square island in a sea of lava is probably out of luck. Most other targets are probably fine.

They could have written it as: "the target spends its turn moving as far away from the caster as it can, regardless of danger" or "the target must spend its turn using a dash action to move as far away from the caster as it can, regardless of danger" or something similar. They chose not to.
 

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I don't see anything in the description as if of its free will. IME it is about as much "free will" as when the target is turned into a Zombie by Finger of Death.

As a matter of fact I think it is specifically against its free will



Ok, but if the "fastest way" is over Lava or off a cliff or through a wall of fire and than that is what it does, because that is what is required.
What if the target is right next to the caster in a hall way, and the fastest way to flee is right or left equally.

Would we let the target choose left or right?
 

"Flee" can't force the target to go a specific direction. It has no control, only a compulsion. If the target has multiple avenues of equal "speed" they are free to choose. Trying to power up command is metagame, power munchkin nonsense and if my players demanded it, they would very quickly find themselves on the receiving end.

I would argue that they don't even need to actually succeed at the "fastest route to the furthest spot" because the spell would not somehow impart that perfect "top-down, distance" information that the players have to the victim of the spell. They would just need to do their best, modelled by a DM (or whoever is controlling the victim, depending on which way the spell is going) doing their best to find the best-fit line between roleplay, mechanical interpretation, and interpretation of player intent.

It doesn't have to be perfect.
 



If there is any valid spaces that aren't damaging terrain, the recipient can choose to move there. A target on a 5ft square island in a sea of lava is probably out of luck

I get your other arguements, but if this is the case and they have agency and choice in the matter why move at all. And if they have to move something, why 5 feet, maybe just move one inch?

This is especially true since normally significant movement as a response to the spell will be harmful in some fashion or else it would not have been cast on you. It is routinely going to cause AOOs or at a very minimum result in being in a poor position tactically. That is why the caster cast it to start with and if we are to say someone can limit their movement to avoid anything that could harm them then why not avoid significant movement all together.

The spell forces compliance and this in itself meamns they have no more choice in avoiding harmful things than they do in not moving at all.
 
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"Flee" can't force the target to go a specific direction. It has no control, only a compulsion. If the target has multiple avenues of equal "speed" they are free to choose.

Sure, but the examples cited, which are corner cases that don't come up that often, are not typically equal.

Command is a powerful spell certainly, but "Flee" is hardly the most powerful option most of the time. Generally "Grovel" or "Drop" are the most powerful commands. "Drop" in particular to have an enemy drop a weapon or wand or something and then you pick it up and they are fighting with fists the rest of their combat. Grovel puts them on the ground to suffer melee attacks at advantage for an entire round. The vast majority of time "Flee" is used is when you want to get multiple allies AOOs, often it is used with an ally who has Sentinel and they don't actually "flee" at all, but rather just take a couple of AOOs on their turn.

I have seen Command "Flee" used to get enemies to run into Wall of Fire or Spirit Guardians or things like that, but I have seen "Approach" used more often than "Flee" for that and I've seen the mastery push used far more often than either.
 
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I get your other arguements, but if this is the case and they have agency and choice in the matter why move at all. And if they have to move something, why 5 feet, maybe just move one millimeter?

This is especially trues since normally significant movement as a response to the spell will be harmful in some fashion or else it would not have been cast on you. It is routinely going to cause AOOs or at a very minimum result in being in a poor position tactically. That is why the caster cast it and if we are to say someone can avoid anything that may harm them then why not avoid it all together.

The spell forces compliance and this in itself meamns they have no more choice in avoiding harmful things than they do in not moving at all.

Because, in the rules, moving at least 5ft is needed to satisfy the condition to "spend their turn" moving. D&D 5E uses 5ft increments, thus 5ft is the minimum that needs to be moved to count as movement. Nothing in the Command spell text overrides the movement rules. It imposes very specific limitations on what the target can use its next turn for, nothing more.
 

Because, in the rules, moving at least 5ft is needed to satisfy the condition to "spend their turn" moving. D&D 5E uses 5ft increments,

No it doesn't. This was true in 3E but in 5E there is no 5 foot minimum move.

There are optional rules for playing on a grid in 5E but that is not the standard and when doing that the rules even say you move in squares "rather than moving foot by foot".
 

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