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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="I'm A Banana" data-source="post: 9445458" data-attributes="member: 2067"><p>Emphasis is mine, because I think that's part of where these trains diverge in the station.</p><p></p><p>I'm not scared at all of a DM judgement call giving players more power.</p><p></p><p>What's there to lose? D&D is a cooperative game. Fly the eagles to Mordor, throw the BBEG off the cliff, poison the enemy camp instead of fighting them, burn down the town where the doppelganger is hiding, win the fight with a single well-placed turn. Does it cause delight? Then it's WORTH IT. My adventure, my encounter, my <em>turn</em>, is not so precious that I need to have it play out a certain way or be ruined. I am down to clown around. I am pretending to be a magical elf, let's have some dang FUN with it. "Is it more powerful?" is the wrong question. The question is only: "Does it spark joy?" </p><p></p><p><img src="https://media1.giphy.com/media/XI1FvkWa2oCx8DXAHo/200.gif" alt="GIF by MOODMAN" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>An important element here is that it is the DM's judgment call, though, because if someone was invested in that fight? If someone leans hard into the tactical gameplay and feels a little like we skip the fun part if we skip a fight? If someone in the game doesn't feel like an effective player because another player keeps dominating the spotlight? If someone thinks they're a clever clogs and that this is a hot new reliable exploit instead of a fun and novel thing to do? These are all very good reasons to veto. Nah, pick something on the list, sonny, we WANT this turn.</p><p></p><p>This is all part and parcel of running a co-op game - the essential skill of reading the room, skipping what bores people, balancing the spotlight, leaning into what excites them. If you're worried about exploits and power spikes, you're already on the back foot, playing a game where you're trying to out-systems-knowledge like four other people just to preserve an abstract balance. Power is not a concern when judging if it would be FUN. Fun things are often very powerful!</p><p></p><p>A spell rewritten to just be more powerful isn't helping me introduce more novel improvisation into my game. Power isn't the goal. Delightful imaginary elf time is the goal. And I get more of the latter with a <em>command </em>spell that lets me screw around and find out.</p><p></p><p><img src="https://media3.giphy.com/media/fCUCbWXe9JONVsJSUd/200.gif" alt="GIF by NETFLIX" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9445458, member: 2067"] Emphasis is mine, because I think that's part of where these trains diverge in the station. I'm not scared at all of a DM judgement call giving players more power. What's there to lose? D&D is a cooperative game. Fly the eagles to Mordor, throw the BBEG off the cliff, poison the enemy camp instead of fighting them, burn down the town where the doppelganger is hiding, win the fight with a single well-placed turn. Does it cause delight? Then it's WORTH IT. My adventure, my encounter, my [I]turn[/I], is not so precious that I need to have it play out a certain way or be ruined. I am down to clown around. I am pretending to be a magical elf, let's have some dang FUN with it. "Is it more powerful?" is the wrong question. The question is only: "Does it spark joy?" [IMG alt="GIF by MOODMAN"]https://media1.giphy.com/media/XI1FvkWa2oCx8DXAHo/200.gif[/IMG] An important element here is that it is the DM's judgment call, though, because if someone was invested in that fight? If someone leans hard into the tactical gameplay and feels a little like we skip the fun part if we skip a fight? If someone in the game doesn't feel like an effective player because another player keeps dominating the spotlight? If someone thinks they're a clever clogs and that this is a hot new reliable exploit instead of a fun and novel thing to do? These are all very good reasons to veto. Nah, pick something on the list, sonny, we WANT this turn. This is all part and parcel of running a co-op game - the essential skill of reading the room, skipping what bores people, balancing the spotlight, leaning into what excites them. If you're worried about exploits and power spikes, you're already on the back foot, playing a game where you're trying to out-systems-knowledge like four other people just to preserve an abstract balance. Power is not a concern when judging if it would be FUN. Fun things are often very powerful! A spell rewritten to just be more powerful isn't helping me introduce more novel improvisation into my game. Power isn't the goal. Delightful imaginary elf time is the goal. And I get more of the latter with a [I]command [/I]spell that lets me screw around and find out. [IMG alt="GIF by NETFLIX"]https://media3.giphy.com/media/fCUCbWXe9JONVsJSUd/200.gif[/IMG] [/QUOTE]
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