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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="Remathilis" data-source="post: 9442789" data-attributes="member: 7635"><p>The problem I see here is I don't see that as fictional descriptor, I see that as mechanics. The fictional description of the spell describes how an object attempts to elude your grasp as part of a ward put on it. The spell spends a lot of time describing how to catch said object and what prevents the movement, signaling the idea of the spell is a ward that uses various movement types to escape the persuer's clutches. It's clear the creator of the spell never suspected that the spell would be used to play a game of keep away on a valuable object too heavy to move otherwise. But the mechanics of the spell, divorced from the flavor and intent of the spell, DO allow it. In essence, the mechanics of the spell allow its abuse in ways the designer did not foresee when designing it. The fact it is one level higher than Tenser's Floating Disc (a spell explicitly designed to move stuff) and is superior by virtue of lack of weight limitation shows how badly designed the spell was. </p><p></p><p>Were the spell to ever resurface in a new edition, I would assume the designers would most likely provide either a weight limit (obvious choice) or a radius the item could run around in, creating a finite if perpetual wild goose chase. Ideally both; it's only a 2nd level spell after all. And I could imagine some people would be upset with the fact that exploit is closed down. But it would better match both the intent and the in-game fictional description of what the effect should have been rather than what exploiting the actual mechanics does. By altering the mechanics, you align them both better with the intent and description of the effect. At the cost of a cheesy exploit of the rules as written.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9442789, member: 7635"] The problem I see here is I don't see that as fictional descriptor, I see that as mechanics. The fictional description of the spell describes how an object attempts to elude your grasp as part of a ward put on it. The spell spends a lot of time describing how to catch said object and what prevents the movement, signaling the idea of the spell is a ward that uses various movement types to escape the persuer's clutches. It's clear the creator of the spell never suspected that the spell would be used to play a game of keep away on a valuable object too heavy to move otherwise. But the mechanics of the spell, divorced from the flavor and intent of the spell, DO allow it. In essence, the mechanics of the spell allow its abuse in ways the designer did not foresee when designing it. The fact it is one level higher than Tenser's Floating Disc (a spell explicitly designed to move stuff) and is superior by virtue of lack of weight limitation shows how badly designed the spell was. Were the spell to ever resurface in a new edition, I would assume the designers would most likely provide either a weight limit (obvious choice) or a radius the item could run around in, creating a finite if perpetual wild goose chase. Ideally both; it's only a 2nd level spell after all. And I could imagine some people would be upset with the fact that exploit is closed down. But it would better match both the intent and the in-game fictional description of what the effect should have been rather than what exploiting the actual mechanics does. By altering the mechanics, you align them both better with the intent and description of the effect. At the cost of a cheesy exploit of the rules as written. [/QUOTE]
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