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General Tabletop Discussion
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Command Spell and "Turn Ends"
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<blockquote data-quote="Mephistopheles" data-source="post: 6631404" data-attributes="member: 4460"><p>I wouldn't say Command denies reactions, either before or after the victim's next turn on which it carries out the commanded action. The way I read it, Command compels the victim to take a particular action on its next turn but has no effect outside of the victim's next turn. So it would shut down bonus actions because the victim performs the action and then ends its turn, but allowing Command to shut down reactions may have unintended consequences due to the variety of activities that use reactions, making the spell more powerful than it ought to be.</p><p></p><p>I'm not sure if you're proposing the victim can't take reactions until the turn after its commanded action, so let's consider the following sequence to illustrate the alternatives.</p><ol> <li data-xf-list-type="ol">NPC Caster acts after PC Rogue, casts Command on PC Rogue, commanding it to drop prone on its next turn. PC Rogue fails save.</li> <li data-xf-list-type="ol">One or more enemies attack PC Rogue in melee. PC Rogue should be able to use Uncanny Dodge to reduce damage on one of these, but can't if you allow Command to prevent reactions here.</li> <li data-xf-list-type="ol">PC Rogue acts and is compelled to drop prone and then ends its turn. (No Cunning Action bonus action.)</li> <li data-xf-list-type="ol">One or more enemies attack the prone PC Rogue in melee, all with advantage because PC Rogue is now prone. PC Rogue should be able to use Uncanny Dodge to reduce damage on one of these, but can't if Command also disallows reactions until the start of the victim's turn after its commanded action.</li> </ol><p></p><p>If that's what you're describing, then in addition to Command denying PC Rogue a turn and forcing it to drop prone, granting a round of melee attacks against it with advantage, and costing PC Rogue half a move action to stand up on its next turn, it also denies PC Rogue one or two Uncanny Dodges. I think it's good enough without denying reactions.</p></blockquote><p></p>
[QUOTE="Mephistopheles, post: 6631404, member: 4460"] I wouldn't say Command denies reactions, either before or after the victim's next turn on which it carries out the commanded action. The way I read it, Command compels the victim to take a particular action on its next turn but has no effect outside of the victim's next turn. So it would shut down bonus actions because the victim performs the action and then ends its turn, but allowing Command to shut down reactions may have unintended consequences due to the variety of activities that use reactions, making the spell more powerful than it ought to be. I'm not sure if you're proposing the victim can't take reactions until the turn after its commanded action, so let's consider the following sequence to illustrate the alternatives. [LIST=1] [*]NPC Caster acts after PC Rogue, casts Command on PC Rogue, commanding it to drop prone on its next turn. PC Rogue fails save. [*]One or more enemies attack PC Rogue in melee. PC Rogue should be able to use Uncanny Dodge to reduce damage on one of these, but can't if you allow Command to prevent reactions here. [*]PC Rogue acts and is compelled to drop prone and then ends its turn. (No Cunning Action bonus action.) [*]One or more enemies attack the prone PC Rogue in melee, all with advantage because PC Rogue is now prone. PC Rogue should be able to use Uncanny Dodge to reduce damage on one of these, but can't if Command also disallows reactions until the start of the victim's turn after its commanded action. [/LIST] If that's what you're describing, then in addition to Command denying PC Rogue a turn and forcing it to drop prone, granting a round of melee attacks against it with advantage, and costing PC Rogue half a move action to stand up on its next turn, it also denies PC Rogue one or two Uncanny Dodges. I think it's good enough without denying reactions. [/QUOTE]
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