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General Tabletop Discussion
*Dungeons & Dragons
Changes to the Command spell and its use at the table.
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<blockquote data-quote="DEFCON 1" data-source="post: 9858806" data-attributes="member: 7006"><p>The rules only matter if you treat D&D like a board game and not as a narrative being created. Some of you treat it like the former (which is your right)... but you shouldn't then be surprised if the results of the board game aren't as interesting than if you treated it as the latter.</p><p></p><p>For me, it is simple... I look between the lines, look at what the spells have done in the past, what their power levels are, and what would happen if the situation was a narrative decision rather than a board game rule one. Then I make a judgement for what "makes sense" in this story we are creating. I make a ruling and not worry about being beholden to a rule.</p><p></p><p>Should a 1st-level spell be able to "insta-kill" someone? No, in my opinion, I don't think it should. And thus at no point would I ever interpret the "Flee" Command to force a creature to run into lava or jump off a cliff to instantly kill themselves, regardless of whether or not the spell has written down in it "The create won't do anything to cause itself harm". I can read between the lines and can make a judgement for what makes the most sense for what this 1st-level spell is capable of.</p><p></p><p>I am not one of those DMs who needs a rule written down that I can choose to ignore. Instead, I am a DM who will happily make a ruling that I will add when one doesn't exist.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9858806, member: 7006"] The rules only matter if you treat D&D like a board game and not as a narrative being created. Some of you treat it like the former (which is your right)... but you shouldn't then be surprised if the results of the board game aren't as interesting than if you treated it as the latter. For me, it is simple... I look between the lines, look at what the spells have done in the past, what their power levels are, and what would happen if the situation was a narrative decision rather than a board game rule one. Then I make a judgement for what "makes sense" in this story we are creating. I make a ruling and not worry about being beholden to a rule. Should a 1st-level spell be able to "insta-kill" someone? No, in my opinion, I don't think it should. And thus at no point would I ever interpret the "Flee" Command to force a creature to run into lava or jump off a cliff to instantly kill themselves, regardless of whether or not the spell has written down in it "The create won't do anything to cause itself harm". I can read between the lines and can make a judgement for what makes the most sense for what this 1st-level spell is capable of. I am not one of those DMs who needs a rule written down that I can choose to ignore. Instead, I am a DM who will happily make a ruling that I will add when one doesn't exist. [/QUOTE]
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Changes to the Command spell and its use at the table.
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