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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: 9446197" data-attributes="member: 55680"><p>I think the variance you're talking about goes in the feature not bug basket for me. I played a Trickery Cleric whose signature spell was Command so I have experience casting that spell over and over and over and over. And honestly, "flee" or "grovel" were the best uses of the spell most of the time. I often did other Command words even if they were strictly weaker in game terms just because spamming the same Command over and over was boring and didn't fit her personality and I REALLY like RPing in combat and having my PC's tactics be driven by their personality.</p><p></p><p>Now a few times Command did come through but they were mostly very situational such as "climb" to get a dude up a tree that the party's ogre ally then knocked down, which was a lot of fun. Not sure if that added up to more damage than just smacking the NPC directly but I enjoyed it a lot.</p><p></p><p>But having a spell be a bit more powerful than normal in a certain specific circumstance is something I think is good not bad. Like I like having Fireball be more powerful than normal vs. an NPC standing in a pool of oil. Now if the more powerful Command word is something that can be spammed in every fight I'd disallow it, but I think that the variance that comes from the players figuring out how to put just the right key in just the right hole and then getting a boost in power from that is just the kind of play that I think should be rewarded with more power.</p><p></p><p>For example Dissonant Whispers is basically a save or die spell in a lot of cases if it's cast in a dude with melee PCs all around him. Don't see people complaining about that, that's just good tactics to surround a dude then hit him with Dissonant Whispers. Same deal with the more niche uses of Command, they take some initiative on the player's part to set up and/or recognize the opportunity and rewarding the player for that good thinking is what I think D&D should be all about.</p></blockquote><p></p>
[QUOTE="Daztur, post: 9446197, member: 55680"] I think the variance you're talking about goes in the feature not bug basket for me. I played a Trickery Cleric whose signature spell was Command so I have experience casting that spell over and over and over and over. And honestly, "flee" or "grovel" were the best uses of the spell most of the time. I often did other Command words even if they were strictly weaker in game terms just because spamming the same Command over and over was boring and didn't fit her personality and I REALLY like RPing in combat and having my PC's tactics be driven by their personality. Now a few times Command did come through but they were mostly very situational such as "climb" to get a dude up a tree that the party's ogre ally then knocked down, which was a lot of fun. Not sure if that added up to more damage than just smacking the NPC directly but I enjoyed it a lot. But having a spell be a bit more powerful than normal in a certain specific circumstance is something I think is good not bad. Like I like having Fireball be more powerful than normal vs. an NPC standing in a pool of oil. Now if the more powerful Command word is something that can be spammed in every fight I'd disallow it, but I think that the variance that comes from the players figuring out how to put just the right key in just the right hole and then getting a boost in power from that is just the kind of play that I think should be rewarded with more power. For example Dissonant Whispers is basically a save or die spell in a lot of cases if it's cast in a dude with melee PCs all around him. Don't see people complaining about that, that's just good tactics to surround a dude then hit him with Dissonant Whispers. Same deal with the more niche uses of Command, they take some initiative on the player's part to set up and/or recognize the opportunity and rewarding the player for that good thinking is what I think D&D should be all about. [/QUOTE]
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