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Community
General Tabletop Discussion
*Dungeons & Dragons
Changes to the Command spell and its use at the table.
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<blockquote data-quote="ECMO3" data-source="post: 9790791" data-attributes="member: 7030563"><p>I love it. I think it is way more powerful and generally more fun as a player or a DM.</p><p></p><p>In exchange for the numerous ways it was made better it was nerfed in that you can't make up things for the enemy to do. "Surrender" was a popular one at my table in 2014, and also "daydream" to force someone to break concentration on a spell. Can't do that any more it has to be one of the canned directions. Even with this minor nerf though, still way more powerful than it was.</p><p></p><p>I've used Spirit Guardians and Approach quite often and flee to impose multiple AOOs.</p><p></p><p>I would be opposed to nerfing it at all. It is a very powerful spell, Tasha's hideous Laughter was similarly buffed by eliminating those it does not work against and I like where both of them are right now.</p><p></p><p>Also it is great for multiclassed players. If you multiclassed two casters, especially two full casters you ended up with high level slots that were quite underpowered. With how effective Command and THL are this is no longer really a problem as these spells at say 5th or 6th level are still as good as most 5th or 6th level spells.</p><p></p><p>The things I don't like in 2024 are weapon masteries, the new Mage Slayer Feat and the new Indomitable. So far, I've kept masteries in the games I DM, but I changed Mage Slayer back to the 2014 version with a +1 stat boost (any stat you want), and I changed Inomitable back to the 2014 version. I've left all the 2024 spells alone so far. I will change them if there is a problem.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9790791, member: 7030563"] I love it. I think it is way more powerful and generally more fun as a player or a DM. In exchange for the numerous ways it was made better it was nerfed in that you can't make up things for the enemy to do. "Surrender" was a popular one at my table in 2014, and also "daydream" to force someone to break concentration on a spell. Can't do that any more it has to be one of the canned directions. Even with this minor nerf though, still way more powerful than it was. I've used Spirit Guardians and Approach quite often and flee to impose multiple AOOs. I would be opposed to nerfing it at all. It is a very powerful spell, Tasha's hideous Laughter was similarly buffed by eliminating those it does not work against and I like where both of them are right now. Also it is great for multiclassed players. If you multiclassed two casters, especially two full casters you ended up with high level slots that were quite underpowered. With how effective Command and THL are this is no longer really a problem as these spells at say 5th or 6th level are still as good as most 5th or 6th level spells. The things I don't like in 2024 are weapon masteries, the new Mage Slayer Feat and the new Indomitable. So far, I've kept masteries in the games I DM, but I changed Mage Slayer back to the 2014 version with a +1 stat boost (any stat you want), and I changed Inomitable back to the 2014 version. I've left all the 2024 spells alone so far. I will change them if there is a problem. [/QUOTE]
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Changes to the Command spell and its use at the table.
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