Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Command is the Perfect Encapsulation of Everything I Don't Like About 5.5e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Daztur" data-source="post: 9444119" data-attributes="member: 55680"><p>In my experience players can find ways of prying open even the most locked down spells. For example:</p><p></p><p>1. The classic setting naughty word on fire with fire spells.</p><p></p><p>2. Crap, the Duke is coming for dinner and we have no way to cool down the drinks and nobody has the right cantrip for that, quick cast Ice Knife at the bucket of water!</p><p></p><p>3. I launch the object across the room with Catapult to get it to Touch the Big Button/yank the lever that triggers the device.</p><p></p><p>4. During the baking contest I sneak some goodberries into the pie. One goodberry provides enough nutrition for 24 hours so the judge won't be hungry anymore when he's judging the other pies and that will give us an edge!</p><p></p><p>As a DM you're always going to be judging the PCs do goofy things. In the campaigns I've played in cooking for/entertaining NPCs comes up a LOT so people trying to hack combat spells into non-combat uses is something that the DMs have to constantly adjudicate.</p><p></p><p>For me that kind of adjudication is part of D&D and I don't want it to go away. But I like it when the adjudication has a lot of clear guidelines to help the DM while still leaving things open for player creativity. Illusions are just too wide-open for me and I'd like their effects nailed down more, the same with Suggestion. On the other end of the extreme there are a lot of 4e abilities where the flavor text is so incredibly vague that there's just nothing for the DM to work with if the players try to MacGyver it.</p><p></p><p>Overall there's a spectrum between wide open (a lot of illusion spells which I agree are a pain to adjudicate) and completely locked down ("the spell does ice damage and nothing else, you can't use it to chill water or put out a fire, or distract people, or put on a show, or freeze muddy ground, all non-combat uses are VERBOTEN!").</p><p></p><p>For me Command hits the exact sweet spot of that spectrum. It has an effect that's clearly explained in fiction, players can be creative with it, but there are clear boundaries and limits.</p><p></p><p>Other people like other parts of the spectrum but few like either of the two extremes as if everything is completely wide open D&D isn't a game anymore, just improv storytelling and if everything is 100% utterly completely locked down then D&D has nothing separating it from a board game.</p></blockquote><p></p>
[QUOTE="Daztur, post: 9444119, member: 55680"] In my experience players can find ways of prying open even the most locked down spells. For example: 1. The classic setting naughty word on fire with fire spells. 2. Crap, the Duke is coming for dinner and we have no way to cool down the drinks and nobody has the right cantrip for that, quick cast Ice Knife at the bucket of water! 3. I launch the object across the room with Catapult to get it to Touch the Big Button/yank the lever that triggers the device. 4. During the baking contest I sneak some goodberries into the pie. One goodberry provides enough nutrition for 24 hours so the judge won't be hungry anymore when he's judging the other pies and that will give us an edge! As a DM you're always going to be judging the PCs do goofy things. In the campaigns I've played in cooking for/entertaining NPCs comes up a LOT so people trying to hack combat spells into non-combat uses is something that the DMs have to constantly adjudicate. For me that kind of adjudication is part of D&D and I don't want it to go away. But I like it when the adjudication has a lot of clear guidelines to help the DM while still leaving things open for player creativity. Illusions are just too wide-open for me and I'd like their effects nailed down more, the same with Suggestion. On the other end of the extreme there are a lot of 4e abilities where the flavor text is so incredibly vague that there's just nothing for the DM to work with if the players try to MacGyver it. Overall there's a spectrum between wide open (a lot of illusion spells which I agree are a pain to adjudicate) and completely locked down ("the spell does ice damage and nothing else, you can't use it to chill water or put out a fire, or distract people, or put on a show, or freeze muddy ground, all non-combat uses are VERBOTEN!"). For me Command hits the exact sweet spot of that spectrum. It has an effect that's clearly explained in fiction, players can be creative with it, but there are clear boundaries and limits. Other people like other parts of the spectrum but few like either of the two extremes as if everything is completely wide open D&D isn't a game anymore, just improv storytelling and if everything is 100% utterly completely locked down then D&D has nothing separating it from a board game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Command is the Perfect Encapsulation of Everything I Don't Like About 5.5e
Top