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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: 6843857" data-attributes="member: 5834"><p>I did not say you could not occasionally have things go awry. But as you stated, it is a plot hook, not the text of the spell. The spell operates without problems the majority of the time as written in the text. Then when you the DM decide to make something strange happen as a plot hook or roleplaying scenario, then it is interesting and unusual. I don't mind this. I would not argue it. If you were doing this every time I cast the spell having it act on its own, disobey my commands more concerned with its survival, and the like, that would not be acceptable. A <em>simulacrum</em> is very much a quasi-real/quasi-illusory automaton meant to be used in the same fashion as a summoned creature in the vast majority of scenarios. It doesn't have the intelligence in general to subvert your commands like say a djinni or demon. It doesn't learn. You say "Fight the giant." It fights the giant. It doesn't take shots at the wolf, it doesn't leave to protect you if you get hurt, it doesn't heal your friend because it wants to. It fights the giant until you say something else. If you go down, it may just stand there until it dies because nothing in the text indicates it will fight to defend itself. It has no survival instinct or anything of the kind. Even a summoned creature will often defend itself, but not necessarily a simulacrum according to the text. It may just stand there and die with the same expression on its face as the person it is created from.</p><p></p><p>At least that is how I run it. You the creator must speak commands or it does nothing. Maybe the designers intended it to act in a more active manner, but that is not what the spell text states. To me it is another spell with advantages and disadvantages at the command of the user.</p><p></p><p>Of course, if the DM wants to have something strange happen to the player using simulacra all the time, have at it. Just don't make it every casting of the spell because you don't want it used. Just ban the spell and let the player know you don't like it. Things go much easier that way.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6843857, member: 5834"] I did not say you could not occasionally have things go awry. But as you stated, it is a plot hook, not the text of the spell. The spell operates without problems the majority of the time as written in the text. Then when you the DM decide to make something strange happen as a plot hook or roleplaying scenario, then it is interesting and unusual. I don't mind this. I would not argue it. If you were doing this every time I cast the spell having it act on its own, disobey my commands more concerned with its survival, and the like, that would not be acceptable. A [I]simulacrum[/I] is very much a quasi-real/quasi-illusory automaton meant to be used in the same fashion as a summoned creature in the vast majority of scenarios. It doesn't have the intelligence in general to subvert your commands like say a djinni or demon. It doesn't learn. You say "Fight the giant." It fights the giant. It doesn't take shots at the wolf, it doesn't leave to protect you if you get hurt, it doesn't heal your friend because it wants to. It fights the giant until you say something else. If you go down, it may just stand there until it dies because nothing in the text indicates it will fight to defend itself. It has no survival instinct or anything of the kind. Even a summoned creature will often defend itself, but not necessarily a simulacrum according to the text. It may just stand there and die with the same expression on its face as the person it is created from. At least that is how I run it. You the creator must speak commands or it does nothing. Maybe the designers intended it to act in a more active manner, but that is not what the spell text states. To me it is another spell with advantages and disadvantages at the command of the user. Of course, if the DM wants to have something strange happen to the player using simulacra all the time, have at it. Just don't make it every casting of the spell because you don't want it used. Just ban the spell and let the player know you don't like it. Things go much easier that way. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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