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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: 9443249" data-attributes="member: 55680"><p>There's give and take here. I like for DMs to be as flexible as possible with PC shenanigans but when the DM brings down his foot and makes a ruling the players should accept it. I like that give and play with the players constantly trying to push up against the line and the DM drawing a firm line between fun shenanigans and abuse. I find that back and forth of creativity channeled by the DM a whole lot of fun. You don't like policing that line, fair enough. You're not a bad DM, just a very different DM from me.</p><p></p><p>Personally my biggest source of inspiration for D&D is myths, legends, and fairy tales in which characters are constantly being sneaky and taking the wording of spells/prophesies/curses and utterly undermining the intent of them by playing word games. So when my characters do that same thing I'm happy but I can see how in an Epic Fantasy campaign that kind of sneaky rat-bastard "technically correct, the best kind of correct!" undermines the tone.</p><p></p><p></p><p></p><p>My cleric knows no such thing. My cleric knows that she says a word and people obey. At least that's how I RPed her.</p><p></p><p></p><p></p><p>Exactly. "You speak a one word command" is what she knows. So that's what she does. She doesn't think about it being "limited to movement and free actions" as that isn't in the fluff. I just have her "speak a one word command" that I think would make the most sense for her in character and let the DM figure out what happens. Sometimes it works out to my benefit, sometimes it doesn't. I'm fine with that. As she's a sneaky trickery cleric, her trying to do sneaky naughty word with Command (based solely on her IC understanding of it) makes sense for her. Having her sneaky tricks blow up in her face sometimes also is very on-brand for trickster figures, so I'm also fine with that.</p></blockquote><p></p>
[QUOTE="Daztur, post: 9443249, member: 55680"] There's give and take here. I like for DMs to be as flexible as possible with PC shenanigans but when the DM brings down his foot and makes a ruling the players should accept it. I like that give and play with the players constantly trying to push up against the line and the DM drawing a firm line between fun shenanigans and abuse. I find that back and forth of creativity channeled by the DM a whole lot of fun. You don't like policing that line, fair enough. You're not a bad DM, just a very different DM from me. Personally my biggest source of inspiration for D&D is myths, legends, and fairy tales in which characters are constantly being sneaky and taking the wording of spells/prophesies/curses and utterly undermining the intent of them by playing word games. So when my characters do that same thing I'm happy but I can see how in an Epic Fantasy campaign that kind of sneaky rat-bastard "technically correct, the best kind of correct!" undermines the tone. My cleric knows no such thing. My cleric knows that she says a word and people obey. At least that's how I RPed her. Exactly. "You speak a one word command" is what she knows. So that's what she does. She doesn't think about it being "limited to movement and free actions" as that isn't in the fluff. I just have her "speak a one word command" that I think would make the most sense for her in character and let the DM figure out what happens. Sometimes it works out to my benefit, sometimes it doesn't. I'm fine with that. As she's a sneaky trickery cleric, her trying to do sneaky naughty word with Command (based solely on her IC understanding of it) makes sense for her. Having her sneaky tricks blow up in her face sometimes also is very on-brand for trickster figures, so I'm also fine with that. [/QUOTE]
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