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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: 9862788" data-attributes="member: 29398"><p>This ruling opens up a rather nasty exploit: if you think there's a secret door in a wall with no other exits but you can't find it, cast <em>Command: Flee</em> on someone expendable between you and the wall and thanks to the knowledge gained from the spell they'll find it for you.</p><p></p><p>The spell IMO just makes the target flee, period. One of two things happens next depending on whether one rules the fleeing is in panic or not:</p><p></p><p>1 - if not panic, the target's own knowledge and choice then kicks in as to where to go if-when moving directly away from the caster isn't (or is no longer) a viable option due to hazard or obstacle.</p><p>2 - if panic, the target flees in a straight line away from the caster ignoring any hazards; if an impassable obstacle (e.g. a wall) blocks flight or if a choice must be made (e.g. the target reaches a T junction), which way the target goes next is determined randomly.</p><p></p><p>In either case, the spell is not telling the target where to go other than directly (or as near as possible) away from the caster.</p><p></p><p>If it's ruled that the target's movement doesn't have to be directly away from the caster AND that the target has choice in where to go as long as it's no closer to the caster then the door opens for all kinds of rules-lawyering, shenanigans, and arguments.</p><p></p><p>Meh - this goes a bit far for me.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9862788, member: 29398"] This ruling opens up a rather nasty exploit: if you think there's a secret door in a wall with no other exits but you can't find it, cast [I]Command: Flee[/I] on someone expendable between you and the wall and thanks to the knowledge gained from the spell they'll find it for you. The spell IMO just makes the target flee, period. One of two things happens next depending on whether one rules the fleeing is in panic or not: 1 - if not panic, the target's own knowledge and choice then kicks in as to where to go if-when moving directly away from the caster isn't (or is no longer) a viable option due to hazard or obstacle. 2 - if panic, the target flees in a straight line away from the caster ignoring any hazards; if an impassable obstacle (e.g. a wall) blocks flight or if a choice must be made (e.g. the target reaches a T junction), which way the target goes next is determined randomly. In either case, the spell is not telling the target where to go other than directly (or as near as possible) away from the caster. If it's ruled that the target's movement doesn't have to be directly away from the caster AND that the target has choice in where to go as long as it's no closer to the caster then the door opens for all kinds of rules-lawyering, shenanigans, and arguments. Meh - this goes a bit far for me. [/QUOTE]
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Community
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Changes to the Command spell and its use at the table.
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