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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: 9437681" data-attributes="member: 55680"><p>I agree that the AI stuff is just a suspicion, but I don't think Command is an unpopular spell. It comes up a lot of in discussions of which 1st level spells are good to select which which 1st level spells upcast well.</p><p></p><p>And yeah, it got a buff in terms of in-combat power (due to the language thing), just got gutted in terms of creativity and fun.</p><p></p><p></p><p></p><p>Suggestion has always struck me as too open-ended and open to abuse, but Command as it's limited to a single word never caused me problems as a DM. "Strip" is a perfectly cromulent command to use on an armored opponent, especially as a single round isn't long enough to take off most armor.</p><p></p><p></p><p></p><p>Well that sort of thing is under complete DM fiat so now sure what leg they'd have to stand on to argue with me. In any case if one of my players wanted to research elvish linguistics in order to find more powerful Command words I'd be OVERJOYED as the DM and would certainly play along and give them some useful elvish verbs with the right legwork. It'd be a great way of injecting the flavor of the world into the mechanics of the game.</p><p></p><p></p><p></p><p>Exactly. That's how any sane DM would run that.</p><p></p><p></p><p></p><p>Thanks!</p><p></p><p>In my experience running D&D with kids quite a bit, most of them tend to prefer a "rulings not rules" approach in my experience as players if they have an experienced DM who knows the ropes, but ye gods are kids bad at running "rulings not rules" campaigns as DMs unless they get extensive mentoring. So it balances out.</p><p></p><p>That said, my older son (15 now) has turned into a pretty damn good DM (although a bit hack and slash oriented) who runs with a sold middle ground approach which makes me so damn proud. <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=":)" /></p><p></p><p></p><p></p><p>Never had any issues with it in decades of playing (started in 1990 with Rules Cyclopedia) aside from some people being juvenile with "defecate" commands, but that was a pretty laid back beer-swilling campaign so no harm.</p><p></p><p></p><p></p><p>Yeah, complex languages are a lot like weather. They're something I always want to make important in my campaigns but it's just so easy to be lazy and default to "nice spring day" and "everyone speaks common." Much respect to any DMs who put the effort into things like making languages matter.</p></blockquote><p></p>
[QUOTE="Daztur, post: 9437681, member: 55680"] I agree that the AI stuff is just a suspicion, but I don't think Command is an unpopular spell. It comes up a lot of in discussions of which 1st level spells are good to select which which 1st level spells upcast well. And yeah, it got a buff in terms of in-combat power (due to the language thing), just got gutted in terms of creativity and fun. Suggestion has always struck me as too open-ended and open to abuse, but Command as it's limited to a single word never caused me problems as a DM. "Strip" is a perfectly cromulent command to use on an armored opponent, especially as a single round isn't long enough to take off most armor. Well that sort of thing is under complete DM fiat so now sure what leg they'd have to stand on to argue with me. In any case if one of my players wanted to research elvish linguistics in order to find more powerful Command words I'd be OVERJOYED as the DM and would certainly play along and give them some useful elvish verbs with the right legwork. It'd be a great way of injecting the flavor of the world into the mechanics of the game. Exactly. That's how any sane DM would run that. Thanks! In my experience running D&D with kids quite a bit, most of them tend to prefer a "rulings not rules" approach in my experience as players if they have an experienced DM who knows the ropes, but ye gods are kids bad at running "rulings not rules" campaigns as DMs unless they get extensive mentoring. So it balances out. That said, my older son (15 now) has turned into a pretty damn good DM (although a bit hack and slash oriented) who runs with a sold middle ground approach which makes me so damn proud. :) Never had any issues with it in decades of playing (started in 1990 with Rules Cyclopedia) aside from some people being juvenile with "defecate" commands, but that was a pretty laid back beer-swilling campaign so no harm. Yeah, complex languages are a lot like weather. They're something I always want to make important in my campaigns but it's just so easy to be lazy and default to "nice spring day" and "everyone speaks common." Much respect to any DMs who put the effort into things like making languages matter. [/QUOTE]
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