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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: 9440027" data-attributes="member: 55680"><p>Upthread someone quoted a WotC statement that they started puttering about with 5.5e pretty much as soon as 5e hit the presses. I expect that they'll be starting the spitballing stage of 6e sometime next year and whether that stays on the backburner to get turned into something publishable a decade from now or gets turned into a priority to get published sooner depends on how well 5.5e does. Looking at the most casual bits of D&D social media (r/DnD) I just don't see much enthusiasm for 5.5e. On r/DnD I had to scroll ALL the way down to the 57th "hottest" post on r/DnD to see ANY mention of 5.5e whatsoever. On the other hand there doesn't seem to be much backlash like there was with 4e. Really too early to tell.</p><p></p><p></p><p></p><p>"Why, there are no children here at the 4H club, either! Am I so out of touch? No, it's the children who are wrong.”</p><p></p><p>I just find it puzzling that when faced with "literally dozens" of players finding the sort of play I'm talking about fun across decades and in campaign after campaign after campaign...you decide that the best thing for the game is for the designers to step in and change the rules so that this sort of fun is stamped out from D&D instead of...letting the players have some fun?</p><p></p><p></p><p></p><p>I would. I'd totally play ball with this kind of called shot. Have done so in the past, will do so again in the future.</p><p></p><p></p><p>No, I think he does have a point here. It's generally easier to MacGyver magical effects than martial effects. That means that if you have a campaign full of MacGyver tactics it can boost magic classes. My solution to that is to beat the magical classes upside the head with the nerf bat hard enough to balance out their more flexible powers. Alternate solutions where martials are given more MacGyver-friendly mythical hero powers are also viable. But it CAN be a problem when both martials and casters have a sledgehammer but casters ALSO have a Swiss army knife.</p><p></p><p></p><p></p><p>Another one for the feature, not bug file I guess. I love this kind of stuff as a DM.</p><p></p><p></p><p></p><p>Like I said upthread, I find a lot of D&D illusions a bit too open-ended to be my favorite stuff to DM. I like the strict limits and the narrow power of Command, hits a real sweet spot for me.</p><p></p><p></p><p></p><p>If you haven't checked out Mongoose Conan 2e give it a look, it's a great upgrade to the magic system and replaces the gamey "defensive blast" with a whole slew of panic button options that are much more flavorful, one for each school of magic.</p><p></p><p>If I was less lazy I'd make a 5e-ized version of Mongoose Conan as it has so many great ideas and I absolutely adore its magic system but all of its 3.5e-isms (naughty word skill synergies etc. etc. etc.) get annoying after a while.</p><p></p><p></p><p></p><p>The problem with 4e was that the way that the game was assumed to work wasn't much fun (see Keep on the Shadowfell). A bit later people on rpg.net and elsewhere found some really fun ways to play 4e (focused more on large but few epic battles and rejecting attritional gameplay) but I don't think 4e does a very good job of teaching people to play 4e in the most fun way possible.</p><p></p><p></p><p></p><p>Huh? Defenestrate means to throw something out the window. If a player casts Command: Defenestrate the NPC will throw something random out the window. Don't see the problem here, it's the spell working exactly as intended. No, they won't jump out the window. That's not what defenestrate means and that conflicts with the rules of the spell anyway (unless the window is so close off the ground that it won't hurt them to jump out of it).</p><p></p><p></p><p></p><p>How is getting an NPC to throw something random out the window an exploit? That seems perfectly in keeping with the intent of the spell.</p></blockquote><p></p>
[QUOTE="Daztur, post: 9440027, member: 55680"] Upthread someone quoted a WotC statement that they started puttering about with 5.5e pretty much as soon as 5e hit the presses. I expect that they'll be starting the spitballing stage of 6e sometime next year and whether that stays on the backburner to get turned into something publishable a decade from now or gets turned into a priority to get published sooner depends on how well 5.5e does. Looking at the most casual bits of D&D social media (r/DnD) I just don't see much enthusiasm for 5.5e. On r/DnD I had to scroll ALL the way down to the 57th "hottest" post on r/DnD to see ANY mention of 5.5e whatsoever. On the other hand there doesn't seem to be much backlash like there was with 4e. Really too early to tell. "Why, there are no children here at the 4H club, either! Am I so out of touch? No, it's the children who are wrong.” I just find it puzzling that when faced with "literally dozens" of players finding the sort of play I'm talking about fun across decades and in campaign after campaign after campaign...you decide that the best thing for the game is for the designers to step in and change the rules so that this sort of fun is stamped out from D&D instead of...letting the players have some fun? I would. I'd totally play ball with this kind of called shot. Have done so in the past, will do so again in the future. No, I think he does have a point here. It's generally easier to MacGyver magical effects than martial effects. That means that if you have a campaign full of MacGyver tactics it can boost magic classes. My solution to that is to beat the magical classes upside the head with the nerf bat hard enough to balance out their more flexible powers. Alternate solutions where martials are given more MacGyver-friendly mythical hero powers are also viable. But it CAN be a problem when both martials and casters have a sledgehammer but casters ALSO have a Swiss army knife. Another one for the feature, not bug file I guess. I love this kind of stuff as a DM. Like I said upthread, I find a lot of D&D illusions a bit too open-ended to be my favorite stuff to DM. I like the strict limits and the narrow power of Command, hits a real sweet spot for me. If you haven't checked out Mongoose Conan 2e give it a look, it's a great upgrade to the magic system and replaces the gamey "defensive blast" with a whole slew of panic button options that are much more flavorful, one for each school of magic. If I was less lazy I'd make a 5e-ized version of Mongoose Conan as it has so many great ideas and I absolutely adore its magic system but all of its 3.5e-isms (naughty word skill synergies etc. etc. etc.) get annoying after a while. The problem with 4e was that the way that the game was assumed to work wasn't much fun (see Keep on the Shadowfell). A bit later people on rpg.net and elsewhere found some really fun ways to play 4e (focused more on large but few epic battles and rejecting attritional gameplay) but I don't think 4e does a very good job of teaching people to play 4e in the most fun way possible. Huh? Defenestrate means to throw something out the window. If a player casts Command: Defenestrate the NPC will throw something random out the window. Don't see the problem here, it's the spell working exactly as intended. No, they won't jump out the window. That's not what defenestrate means and that conflicts with the rules of the spell anyway (unless the window is so close off the ground that it won't hurt them to jump out of it). How is getting an NPC to throw something random out the window an exploit? That seems perfectly in keeping with the intent of the spell. [/QUOTE]
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