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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="Lanefan" data-source="post: 9859799" data-attributes="member: 29398"><p>If the viewer believes the illusion is real - say, of a wall where no wall really exists - then they'd react accordingly, I think.</p><p></p><p>If the illusion is of a floor where in reality there's a pit, however, the viewer would also react accordingly and run on to it.</p><p></p><p>Three ways to rule on this, I think, and IMO either works fine but it has to be kept consistent across all examples:</p><p></p><p>Level priority - the higher level spell always trumps the lower if there is a conflict</p><p>Timestamp priority - the newer spell always overwrites the older if there is a conflict.</p><p>The spells both try to work as best they can - here for example the Otto's dancer's dancing would carry them away from the <em>Command</em>'s caster but not at full speed.</p><p></p><p>Again, situational I think.</p><p></p><p>Personally I don't see <em>Command</em> as being a fear effect, but I can see how some might interpret it that way parciuarly in its "flee" version.</p><p></p><p>There's an argument to be made, I suppose, that it falls under the "charm" umbrella and that charm resistance should apply. Fortunately, perhaps, nobody's ever brought that one up in my games (though to be fair, <em>Command</em> is rarely seen here in any case).</p><p></p><p>Interesting in that all of these questions are almost edition-agnostic.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9859799, member: 29398"] If the viewer believes the illusion is real - say, of a wall where no wall really exists - then they'd react accordingly, I think. If the illusion is of a floor where in reality there's a pit, however, the viewer would also react accordingly and run on to it. Three ways to rule on this, I think, and IMO either works fine but it has to be kept consistent across all examples: Level priority - the higher level spell always trumps the lower if there is a conflict Timestamp priority - the newer spell always overwrites the older if there is a conflict. The spells both try to work as best they can - here for example the Otto's dancer's dancing would carry them away from the [I]Command[/I]'s caster but not at full speed. Again, situational I think. Personally I don't see [I]Command[/I] as being a fear effect, but I can see how some might interpret it that way parciuarly in its "flee" version. There's an argument to be made, I suppose, that it falls under the "charm" umbrella and that charm resistance should apply. Fortunately, perhaps, nobody's ever brought that one up in my games (though to be fair, [I]Command[/I] is rarely seen here in any case). Interesting in that all of these questions are almost edition-agnostic. [/QUOTE]
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Changes to the Command spell and its use at the table.
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