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General Tabletop Discussion
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Celtavian" data-source="post: 6843485" data-attributes="member: 5834"><p>What part of it does what the caster says makes you think the DM plays it? It acts on my initiative count following my exact orders.</p><p></p><p></p><p></p><p></p><p>No, they don't. Hirelings roll their initiative, go on their round, have personalities, lives outside of work, and don't follow your exact commands.</p><p></p><p></p><p></p><p>There is no comparison. The spell is clear. You are creating a house rule.</p><p></p><p></p><p></p><p>The spell text is clear. If you want to do this as a house rule that is up to you and the player to agree. We would never come to agreement on this. The rules regarding <em>simculacrum</em> have no ambiguity other than whether they can be healed by means other than the alchemical process which the game designers made clear with a ruling. The simulacrum has no life outside of your commands.</p><p></p><p>The spell text is very clear. The <em>simulacrum</em> is not self-aware and it does not even say it defends itself if the caster is not giving it commands. Not sure why you are attempting this argument when the spell text is very clear on how it operates. A <em>simulacrum</em> cannot learn and cannot improve. If is nothing more than an alternative of a summoned creature.</p><p></p><p>This is inarguable. Nothing in the spell text supports your view. I will leave it at that as we would never come to agreement on this. I'd leave your table as soon as this little gem of a house rule was attempted. Then again I like gamist force multipliers and expect them to work. Then on the rare occasions when something happens, it will be interesting rather than some house rule DM is using to limit a spell he doesn't like.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6843485, member: 5834"] What part of it does what the caster says makes you think the DM plays it? It acts on my initiative count following my exact orders. No, they don't. Hirelings roll their initiative, go on their round, have personalities, lives outside of work, and don't follow your exact commands. There is no comparison. The spell is clear. You are creating a house rule. The spell text is clear. If you want to do this as a house rule that is up to you and the player to agree. We would never come to agreement on this. The rules regarding [I]simculacrum[/I] have no ambiguity other than whether they can be healed by means other than the alchemical process which the game designers made clear with a ruling. The simulacrum has no life outside of your commands. The spell text is very clear. The [I]simulacrum[/I] is not self-aware and it does not even say it defends itself if the caster is not giving it commands. Not sure why you are attempting this argument when the spell text is very clear on how it operates. A [I]simulacrum[/I] cannot learn and cannot improve. If is nothing more than an alternative of a summoned creature. This is inarguable. Nothing in the spell text supports your view. I will leave it at that as we would never come to agreement on this. I'd leave your table as soon as this little gem of a house rule was attempted. Then again I like gamist force multipliers and expect them to work. Then on the rare occasions when something happens, it will be interesting rather than some house rule DM is using to limit a spell he doesn't like. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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