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Command is the Perfect Encapsulation of Everything I Don't Like About 5.5e
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<blockquote data-quote="Daztur" data-source="post: 9437657" data-attributes="member: 55680"><p>Yeah, 3.5e was filled with all kinds of rules oddities that are forgotten now. For example did you know that there is a rule that distinguishes between the difficulty of tumbling across even vs. uneven cobblestones?</p><p></p><p></p><p></p><p>And over here 3.0e is the only main version of the game I've never played (aside from some variants of Basic). I really should go dive into it some time. After all, it has a proper version of the Command spell so it passes my D&D litmus test <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. But then I also have the Conan RPG (2nd edition, which did wonderful things to the magic system) as my "d20 but without the suck" game. If I was less lazy I'd go through 5e and d20 Conanize it, as that game had such a beautiful magic system. Shame it's out of print now.</p><p></p><p></p><p></p><p>Huh, I didn't think of things in this way. Yeah, making things more and more generic makes sense from WotC's perspective and is less nefarious than "they want to make everything as app-compatible as possible." It's still moving things in the same direction though, towards blandness. </p><p></p><p></p><p></p><p>Yup, in my experience people tend to not care about things that don't matter. If the flavor is just "make up anything you want that has X mechanical effect" then they won't make up much, but if the flavor is deeply intertwined with the rules then they'll care about the flavor more.</p><p></p><p></p><p></p><p>I certainly hope not. An edition of D&D that an AI can DM would make me very sad. And I tend to like AI a lot more than most people...</p><p></p><p></p><p></p><p>There are other changes in the same vein as Command, you can see this especially clearly with the various summon spells where they are not longer actually creatures being summoned with their own statblocks, but rather mobile AoEs with no HPs, AC, etc. etc. Now the 5e summon spells were often overpowered and in need of a nerf, but now instead we have summon spells that don't summon any critters AND are still overpowered. At least druid wildshape was preserved and not turned into a set of bland one size fits all templates.</p><p></p><p>But overall the number of things like Command getting gutted in 5.5e are relatively small. 5.5e just isn't that different from 5e and most of the important differences are class buffs. But there are several changes that go in the direction of locking things down more, stripping out flavor, and making things more about rules than rulings and nothing (that I can recall) going the other way. So this seems to be the general direction of D&D going forward.</p><p></p><p></p><p></p><p>Yup, which is exactly why I picked out Command as an example, as the 5.5e version of it is precisely an "exhaustive and limited list of all possible things."</p></blockquote><p></p>
[QUOTE="Daztur, post: 9437657, member: 55680"] Yeah, 3.5e was filled with all kinds of rules oddities that are forgotten now. For example did you know that there is a rule that distinguishes between the difficulty of tumbling across even vs. uneven cobblestones? And over here 3.0e is the only main version of the game I've never played (aside from some variants of Basic). I really should go dive into it some time. After all, it has a proper version of the Command spell so it passes my D&D litmus test :). But then I also have the Conan RPG (2nd edition, which did wonderful things to the magic system) as my "d20 but without the suck" game. If I was less lazy I'd go through 5e and d20 Conanize it, as that game had such a beautiful magic system. Shame it's out of print now. Huh, I didn't think of things in this way. Yeah, making things more and more generic makes sense from WotC's perspective and is less nefarious than "they want to make everything as app-compatible as possible." It's still moving things in the same direction though, towards blandness. Yup, in my experience people tend to not care about things that don't matter. If the flavor is just "make up anything you want that has X mechanical effect" then they won't make up much, but if the flavor is deeply intertwined with the rules then they'll care about the flavor more. I certainly hope not. An edition of D&D that an AI can DM would make me very sad. And I tend to like AI a lot more than most people... There are other changes in the same vein as Command, you can see this especially clearly with the various summon spells where they are not longer actually creatures being summoned with their own statblocks, but rather mobile AoEs with no HPs, AC, etc. etc. Now the 5e summon spells were often overpowered and in need of a nerf, but now instead we have summon spells that don't summon any critters AND are still overpowered. At least druid wildshape was preserved and not turned into a set of bland one size fits all templates. But overall the number of things like Command getting gutted in 5.5e are relatively small. 5.5e just isn't that different from 5e and most of the important differences are class buffs. But there are several changes that go in the direction of locking things down more, stripping out flavor, and making things more about rules than rulings and nothing (that I can recall) going the other way. So this seems to be the general direction of D&D going forward. Yup, which is exactly why I picked out Command as an example, as the 5.5e version of it is precisely an "exhaustive and limited list of all possible things." [/QUOTE]
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