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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="FrozenNorth" data-source="post: 9443431" data-attributes="member: 7020832"><p>While I agree that the players and DM should presume good faith, and I further agree that the rules should be written in a way that presumes good faith (since the alternative leads to repetitive and dull prose), I disagree with your conclusions.</p><p></p><p>I think there are a number of (mostly) spells, (but potentially class features as well) that if interpreted in good faith by both sides, will lead to certain classes to be more powerful than others. I do not think this is a fun outcome for the group.</p><p></p><p>I had one campaign at the end of which the bard player came up to me and said that while he really enjoyed his character, he felt he had to auto-nerf his character not to overshadow the other players, and he found this exhausting and that it detracted from his enjoyment of the game.</p><p></p><p>I have not personally had the issue with Command, but it seems that other posters have. So, even without any reference to bad faith, I find it hard to argue against greater clarification of the spell, even if it reduces its utility. After all, even with reduced utility, it is still a pretty useful and versatile spell at a cheap cost.</p><p></p><p>It seems that the posters who don’t want it changed are arguing that it should remain more useful, more powerful and more versatile, independent of the power level of the spell compared to other spells or classes.</p></blockquote><p></p>
[QUOTE="FrozenNorth, post: 9443431, member: 7020832"] While I agree that the players and DM should presume good faith, and I further agree that the rules should be written in a way that presumes good faith (since the alternative leads to repetitive and dull prose), I disagree with your conclusions. I think there are a number of (mostly) spells, (but potentially class features as well) that if interpreted in good faith by both sides, will lead to certain classes to be more powerful than others. I do not think this is a fun outcome for the group. I had one campaign at the end of which the bard player came up to me and said that while he really enjoyed his character, he felt he had to auto-nerf his character not to overshadow the other players, and he found this exhausting and that it detracted from his enjoyment of the game. I have not personally had the issue with Command, but it seems that other posters have. So, even without any reference to bad faith, I find it hard to argue against greater clarification of the spell, even if it reduces its utility. After all, even with reduced utility, it is still a pretty useful and versatile spell at a cheap cost. It seems that the posters who don’t want it changed are arguing that it should remain more useful, more powerful and more versatile, independent of the power level of the spell compared to other spells or classes. [/QUOTE]
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Command is the Perfect Encapsulation of Everything I Don't Like About 5.5e
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