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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="Oofta" data-source="post: 9439622" data-attributes="member: 6801845"><p>Good. Because if you insist on twisting the clear intent and examples of a spell like command, I'm not the DM for you. That's not a bad thing, it just means it's a bad fit. God speed and good luck finding a DM or game that fits.</p><p></p><p>I have no idea how you actually play at the table, so the rest isn't an observation necessarily directed at you. But I've played with people in every edition that try to twist mangle and mutilate the text of the game to turn spells and abilities into something they're not. I get tired of it and, no, I don't put up with it when I DM. The DM that told me "jump" meant more than just jump in the many ways I could have interpreted it but meant that I had to jump into the ocean was the DM version of it.</p><p></p><p>For the players that did this? We called them cheese weasels. Always looking for that tiny crumb of ambiguity, that one way someone found to turn a first level power into a one turn dominate spell. The ones that search for some combination of powers, abilities and spells that is only broken because they are clearly ignoring the intent of the spell. When I was running a lot of LG (Living Greyhawk 3.x public) games, we had a group of people like that. They always played together, always sat at the table with the same DM who didn't have a particularly firm grasp of the rules.</p><p></p><p>If that's the kind of game you want and you find a group that also likes that kind of game, fantastic! Have fun. I just don't want to play at that table and have no problem saying no to these kind of exploits. People that like finding and exploiting holes in the rules aren't bad people, they're just playing the game for different reasons than I do. I like challenges, I don't want an "I win" button. I don't need exploits to build effective characters or to come up with creative solutions. To each their own.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9439622, member: 6801845"] Good. Because if you insist on twisting the clear intent and examples of a spell like command, I'm not the DM for you. That's not a bad thing, it just means it's a bad fit. God speed and good luck finding a DM or game that fits. I have no idea how you actually play at the table, so the rest isn't an observation necessarily directed at you. But I've played with people in every edition that try to twist mangle and mutilate the text of the game to turn spells and abilities into something they're not. I get tired of it and, no, I don't put up with it when I DM. The DM that told me "jump" meant more than just jump in the many ways I could have interpreted it but meant that I had to jump into the ocean was the DM version of it. For the players that did this? We called them cheese weasels. Always looking for that tiny crumb of ambiguity, that one way someone found to turn a first level power into a one turn dominate spell. The ones that search for some combination of powers, abilities and spells that is only broken because they are clearly ignoring the intent of the spell. When I was running a lot of LG (Living Greyhawk 3.x public) games, we had a group of people like that. They always played together, always sat at the table with the same DM who didn't have a particularly firm grasp of the rules. If that's the kind of game you want and you find a group that also likes that kind of game, fantastic! Have fun. I just don't want to play at that table and have no problem saying no to these kind of exploits. People that like finding and exploiting holes in the rules aren't bad people, they're just playing the game for different reasons than I do. I like challenges, I don't want an "I win" button. I don't need exploits to build effective characters or to come up with creative solutions. To each their own. [/QUOTE]
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