It's that kind of thinking that has, one edition then the next, ruined Illusionists.
A lot of illusions are TOO open-ended. I like how TSR/3.0e/5e Command very specifically defines what it does but also allows the door open to creativity. Just a great spell that's a lot of fun.
Command shows up fairly often at low level in my games, sometimes with some funky one-word instructions given. Even at higher level it gets busted out now and then.
Yes, it also scales very well with upcasting.
Just going to say Suggestion is still in the game. If you want to do any of that stuff you still can.
Just not at level 1
My complaint is more than the flexibility. I LIKE the restrictions on it from it having to be one word to it having to be an actual word, not mind control so that things like not knowing the language or (logically) plugging your ears with wax are enough to stop it. Having the flavor of the spell MATTER not just being an irrelevant line of text really makes it feel more real and not just a game mechanic to me.
In any case Suggestion (especially now that 5.5e buffed it) always just felt OPed to me if I used it to its full potential so I've held off on using it in most games. With Command I always feel free to go balls to the wall with it because of how its limited.
I agree with OP. The old Command was IMO how a spell should be; some listed mechanical effects but also flavor that allowed you to freely play with the idea of the spell. I much prefer that as opposed to just mechanical effects.
It would be better for the game overall if spells relied just a bit more on user interpretation. IMO, that's what makes magic cool -- how we interpret it.
Exactly. It's not that I want the raw power of mind controlling people, it's how its mechanical effects and its flavor were so wonderfully intertwined. It's the kind of design I'd like to see more of, not be stripped out of the game.
Here is the issue.
There should be a greater command spell.
Command: restricted commands as level one spell.
Greater Command: unrestricted commands as level 5 spell.
The issue isn't "ruling over rules.". The issue is that if you decide that you want to have a minimal amount of splat books then when you balance the original core rules you're going to eventually cut out much of the flavor.
Now that's just silly. "Greater Command" would be ludicrously underpowered for a 5th level spell. And hell, if the original Command was overpowered I'd have no problem nerfing it. Lower its range, give the target advantage on the saving throw if the room is noisy, whatever. I'm not after the raw power, just how the spell rewards creativity and how the flavor and the mechanics of the spells match so beautifully.
In any case in terms of raw power 5.5e Command is, if anything, buffed. "Flee" and "grovel" are POWERFUL uses of the Command spells and they've just had the restrictions on being cast on undead and people who don't speak your language removed. WotC isn't changing Command because it's too powerful (if they were then why buff it?) but because they apparently don't like more open-ended spells and abilities.
Would you do the same for weapon attacks?
Sure, if I note a weakness in a monster and the PCs find a way to take advantage of that with their weapon attacks I give them something appropriate.
Maybe houserule it to split the difference. The standard Commands work on anyone, they're compulsions you can push into their minds. But you can give different Commands if the target can understand you.
Just don't like the buff to the spell that it can affect people who can't understand what you're saying. Really like the original rules/flavor that it hinges on people understanding what you're saying. Would let people do stuff like avoid Command if they stuffed their ears with wax like Odysseus or what have you since I really like the flavor of spells mattering.
Urg! Poorly written spell descriptions with vague interpretations are the thing I hate the most about D&D. To the point in my current campaign, I've flat out banned all full caster classes. I'm just sick to death of dealing with it. No thanks.
Casters need to be reigned in but I prefer reigning in their raw power over their ability to be sneaky rat bastards.
I've had DMs that abused command. For example a DM that hated players wearing heavy armor was running a game on a ship (this was an AL equivalent game, not a sailing campaign). He had an NPC command my PC to jump and then told me that it was obvious that I should jump off the side of the ship. Instead of ... I don't know ... jump straight up, jump onto some other part of the ship, jump into his arms ... pretty much anything else. Nope, I had to jump off the side of the ship where of course I sunk like a rock.
So I don't have a problem with clear limitations and results for a first level spell. A lot of people avoid it because it's so vague.
No rules can fix naughty word DMs.
My favorite was always “defecate” just to see what the DM came up with.
Yeah, have seen that too. It's silly and immature but it's fun. D&D should be fun
