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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="I'm A Banana" data-source="post: 9439739" data-attributes="member: 2067"><p>See, part of the fun of that for me as a player would be <em>seeing what would happen</em>. That's why I'm casting the spell - I want to do something that's more interesting than just deal damage and cause an effect. I want to play in this space with the DM, where I am using the divine magic of the gods to order a mortal to do something, and the mortal is resisting that command with all their faculties.</p><p></p><p>I am casting the spell because I'm inviting the DM to riff off of my idea. I don't have a particular end goal I NEED to have happen. The dude throws someone else out a window? Throws themselves out the window? Tosses their weapon out the window? Man, I took that risk when I went off-script, I'm three decisions in (I prepared the spell, I cast the spell, I decided to do something novel with it), I want the DM to take this toy and play with it however they see fit, if I wanted to do damage and have an effect, I had the option, and I didn't want to do that. I wanted to screw around and find out.</p><p></p><p>If I'm attached to the outcome, I'm not going to choose an off-script <em>command</em>. If I do, I'm comfortable with an unexpected outcome - hell, it's FUN! It's why I did what I did as a player!</p><p></p><p>Like, you roll on a table because you want to be surprised by the result. If you don't want to be surprised, you don't roll on the table, you just pick something that works. Similarly, you cast <em>command </em>using an off-script option because you want to play within that possibility space. If you aren't interested in playing, you have other options for what to do with that spell slot that are more reliable (like a <em>thunderwave</em>).</p><p></p><p>And it still isn't clear to me why that is more onerous than, say, someone buying a vial of acid and melting the hinges off of a locked door instead of finding the key the DM hid somewhere in the dungeon. Yeah, maybe it's SUPER effective in solving the adventure! Or maybe not! Not Attached to Outcome! The fun is in lobbing this idea into the shared reality and seeing how it lands.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9439739, member: 2067"] See, part of the fun of that for me as a player would be [I]seeing what would happen[/I]. That's why I'm casting the spell - I want to do something that's more interesting than just deal damage and cause an effect. I want to play in this space with the DM, where I am using the divine magic of the gods to order a mortal to do something, and the mortal is resisting that command with all their faculties. I am casting the spell because I'm inviting the DM to riff off of my idea. I don't have a particular end goal I NEED to have happen. The dude throws someone else out a window? Throws themselves out the window? Tosses their weapon out the window? Man, I took that risk when I went off-script, I'm three decisions in (I prepared the spell, I cast the spell, I decided to do something novel with it), I want the DM to take this toy and play with it however they see fit, if I wanted to do damage and have an effect, I had the option, and I didn't want to do that. I wanted to screw around and find out. If I'm attached to the outcome, I'm not going to choose an off-script [I]command[/I]. If I do, I'm comfortable with an unexpected outcome - hell, it's FUN! It's why I did what I did as a player! Like, you roll on a table because you want to be surprised by the result. If you don't want to be surprised, you don't roll on the table, you just pick something that works. Similarly, you cast [I]command [/I]using an off-script option because you want to play within that possibility space. If you aren't interested in playing, you have other options for what to do with that spell slot that are more reliable (like a [I]thunderwave[/I]). And it still isn't clear to me why that is more onerous than, say, someone buying a vial of acid and melting the hinges off of a locked door instead of finding the key the DM hid somewhere in the dungeon. Yeah, maybe it's SUPER effective in solving the adventure! Or maybe not! Not Attached to Outcome! The fun is in lobbing this idea into the shared reality and seeing how it lands. [/QUOTE]
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Command is the Perfect Encapsulation of Everything I Don't Like About 5.5e
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