Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Command is the Perfect Encapsulation of Everything I Don't Like About 5.5e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 9438143" data-attributes="member: 2067"><p>Part of the fun of DMing is in making judgements when PC's throw chaos wrenches into your plan. It is, I'd argue, a core delight of the game in actual play for players and DMs - riffing off of the other players. Not knowing what they will do, having them do something unexpected, and figuring out what happens as a result of that. It's the heart of the improv that attracts so many players. It's part of the unique fun of a TTRPG.</p><p></p><p>With that lens, this spell rewrite is clearly poor design. It removes a deeply fun element of gameplay - riffing off of unexpected things that others do. It replaces advice and inspiration with dry calculation.</p><p></p><p>But, that unpredictability is also something that really puts off a segment of D&D players (especially the segment that's active online). It's also sometimes seen (incorrectly, IMO) as a "problem" for a lot of design-minded folks, because ambiguity is often seen as a problem that needs to be solved. And, as we've seen in this thread, it is something that's not always welcome.</p><p></p><p>Through the lens of precision and expectation, this is good design. It removes a potentially problematic element of gameplay - an ineffective spell result (the dreaded "null turn") or a demand on the DM or a swingy result (it's either not powerful enough or it's too powerful depending on DM judgement calls).</p><p></p><p>It's one of those things that keeps switching between revisions because D&D has some trouble deciding what kind of game it wants to be - does it want to be a game played with friends at a table where chaos and unpredictability can add delight? Or does it want to be a game of strategy and optimization where predictable results are prioritized over potential chaos because potential chaos ruins the experience of strategy and tactics?</p><p></p><p>Where one sits on this continuum is going to be somewhat predictive of what one thinks of this spell's revision.</p><p></p><p>My bias is typically toward the fun of the unexpected. I'd rather have a sentence or two of DM guidance in the spell than a specific list of potential commands. (Something like "typical commands can result in creatures dropping prone, moving, or not using their actions" could go a long way) I WANT to spend time on judging what happens when a player does something unexpected with the <em>Command</em> spell. It's time well spent that often delights the table. It's FUN. I'm OK with a list of potential commands and good DM advice as a way to make that easier, but removing the potential of chaos is playing with bumpers - it's less fun for me. When I sit down to play D&D, I want to riff off of other players.</p><p></p><p>Seems like D&D'24 is making some changes that make it more predictable. This isn't a new thing. It always leaves the game feeling at least a little less fun to me. There's a balance, of course, and we'll see if the changes tip the balance too much, but I'm pretty skeptical. Things like this show me that the designers are thinking D&D is something that, when I play it, it is very much not. And if that's too strong of a tendency...it'll be kind of a bigger hassle to play D&D for the next few years. Which would kind of suck.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9438143, member: 2067"] Part of the fun of DMing is in making judgements when PC's throw chaos wrenches into your plan. It is, I'd argue, a core delight of the game in actual play for players and DMs - riffing off of the other players. Not knowing what they will do, having them do something unexpected, and figuring out what happens as a result of that. It's the heart of the improv that attracts so many players. It's part of the unique fun of a TTRPG. With that lens, this spell rewrite is clearly poor design. It removes a deeply fun element of gameplay - riffing off of unexpected things that others do. It replaces advice and inspiration with dry calculation. But, that unpredictability is also something that really puts off a segment of D&D players (especially the segment that's active online). It's also sometimes seen (incorrectly, IMO) as a "problem" for a lot of design-minded folks, because ambiguity is often seen as a problem that needs to be solved. And, as we've seen in this thread, it is something that's not always welcome. Through the lens of precision and expectation, this is good design. It removes a potentially problematic element of gameplay - an ineffective spell result (the dreaded "null turn") or a demand on the DM or a swingy result (it's either not powerful enough or it's too powerful depending on DM judgement calls). It's one of those things that keeps switching between revisions because D&D has some trouble deciding what kind of game it wants to be - does it want to be a game played with friends at a table where chaos and unpredictability can add delight? Or does it want to be a game of strategy and optimization where predictable results are prioritized over potential chaos because potential chaos ruins the experience of strategy and tactics? Where one sits on this continuum is going to be somewhat predictive of what one thinks of this spell's revision. My bias is typically toward the fun of the unexpected. I'd rather have a sentence or two of DM guidance in the spell than a specific list of potential commands. (Something like "typical commands can result in creatures dropping prone, moving, or not using their actions" could go a long way) I WANT to spend time on judging what happens when a player does something unexpected with the [I]Command[/I] spell. It's time well spent that often delights the table. It's FUN. I'm OK with a list of potential commands and good DM advice as a way to make that easier, but removing the potential of chaos is playing with bumpers - it's less fun for me. When I sit down to play D&D, I want to riff off of other players. Seems like D&D'24 is making some changes that make it more predictable. This isn't a new thing. It always leaves the game feeling at least a little less fun to me. There's a balance, of course, and we'll see if the changes tip the balance too much, but I'm pretty skeptical. Things like this show me that the designers are thinking D&D is something that, when I play it, it is very much not. And if that's too strong of a tendency...it'll be kind of a bigger hassle to play D&D for the next few years. Which would kind of suck. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Command is the Perfect Encapsulation of Everything I Don't Like About 5.5e
Top