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Author Topic: Command (spell) Clarifications?  (Read 830 times)
Alien Rope Burn
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« on: May 29, 2011, 09:20:01 PM »

So, I'm looking for clarification on how Command I, and particularly its Big Bro, Command II, are supposed to work. Command I is fairly clear-cut, though Command II... doesn't seem to be. So:

1) Command I has a character "immediately perform 1 Movement action to the best of his ability". Now, the duration is 1 round, which has me curious - do they perform the action as a part of their turn, or is an immediate reaction upon casting?
2) Command II defines "perform 1 action each". Is that a Movement action, like Command I? Is it a Half Action? I imagine it's not a Full Round Action.
3) Command II lasts multiple rounds. Does that mean the mage can force an action every round?

See, the key of it is that the PC mage in the group is wondering if he can control other PCs in order to give them extra attacks with Command II. Mind, some party members have strong notions on personal freedom, and so it's only partially effective, but I'm a little wary (given the commander already provides a good deal of extra attacks). But given the wording in the book feels vague, I'm not sure how the spell is actually supposed to operate in this sort of situation.
« Last Edit: May 29, 2011, 09:40:05 PM by Alien Rope Burn » Logged
Coyote0273
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« Reply #1 on: May 29, 2011, 09:34:26 PM »

1) I would say the spell makes the target do it immediately. Much as the Coordination Action feat tree makes a target perform attacks immediately.

2) Command II works exactly as Command 1 in that it forces a target to take an immediate 1 move action. Only difference is it works on multiple targets. That's only difference.

3) I don't have a Command III in my Fantasy Craft book, so not sure how this spell functions.

Your mage wouldn't be able to force the players to /attack/, however, because the spell only has them doing Movement actions. He could make them move faster with the extra action, or put them in specific spots that he wants them in rather than where the group wants him, but this spell itself doesn't grant the extra attacks.
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Alien Rope Burn
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« Reply #2 on: May 29, 2011, 09:41:15 PM »

Whups, meant Command II with that. Fixed OP.

Anyway, it doesn't work exactly like Command I, as it has multiple targets and a multi-turn duration.
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Coyote0273
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« Reply #3 on: May 29, 2011, 09:51:50 PM »

The duration I would put under your control. You could work it so that its 1 command that is followed for the entire duration. In this case, "Run Orc, Run!" would make the Orc run from Icewindale to Waterdeep.

Or if you prefer, multiple commands, one per round. This, however, makes the spell incredibly powerful and dangerous and easily unbalanced. In this version, at minimum level, the mage is telling 11 characters to perform 11 different move actions per round for 11 rounds.

My personal take on it, is I would let him give individual commands every round, but it has to be the same command for every person involved. Essentially "Bad guys flee." or "Follow me." or if you're really cruel, "Canon Fodder Charge!" as long as the command influenced the group as a whole, rather than each char seperately.
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Crafty_Alex
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« Reply #4 on: May 30, 2011, 10:05:40 AM »

For Command to work IMO, the action you command must happen ON THE OTHER CHARACTERS' TURN. You basically "steal" one action that character takes and replace it with a Movement action of your choice.

With command II, the action can keep happening ("Dance for my pleasure! NOW.") but it's still one command. So if you tell someone to Run, they run multiple rounds; if you tell them to lie down, they lie down and keep lying down.
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Crafty_Pat
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« Reply #5 on: June 02, 2011, 05:02:55 PM »

A bit of errata on this front...

Command I (page 122): The forced Movement action takes place on the target’s next Initiative Count and replaces the target’s next normal action (e.g. a forced Standard Move leaves the target with 1 half action to use, while a forced Run takes up all the target’s actions except perhaps one or more free actions, as the GM allows).
Command II (page 123):

  • This spell's Duration line has been removed (the spell now only lasts 1 round).
  • This spell’s Effect is now: “As Command I, except that up to 1 character per Casting Level perform 1 Movement action each.”
« Last Edit: June 02, 2011, 09:05:35 PM by Crafty_Pat » Logged

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« Reply #6 on: June 02, 2011, 06:11:22 PM »

So Command II still only works for the next round only (not indefinably) so the only difference is the number of targets, correct?
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Crafty_Pat
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« Reply #7 on: June 02, 2011, 09:06:15 PM »

So Command II still only works for the next round only (not indefinably) so the only difference is the number of targets, correct?

See my revision above. The intent is not to let the Mage essentially shut down multiple characters for multiple rounds. If we include that effect, it'll be a very high level spell.
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« Reply #8 on: June 02, 2011, 09:35:17 PM »

ok thanks, just wanted to make sure I was reading it right
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Alien Rope Burn
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« Reply #9 on: June 06, 2011, 11:47:19 AM »

Thanks a lot, that really clears things up.  Grin
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royalfa
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« Reply #10 on: June 08, 2011, 02:01:59 AM »

In the last adventure I use a Command II  spell (with a Naga) this way:

"Throw your weapons to the chasm"... Only the warrior don't understand the command (he only speaks saurian) and only the Priest has strongh will to don't do it (and the Drake do not have weapons)...

The rogue, the assassin and the mage all move close to the chasm and drop his primary weapon...

I follow the rule as "an immediate action" and they MUST do this action until they complete it (the assassin was 2 rounds away of the chasm, I understand this way the DURATION)

This was excellent at first until the rogue draw her stilleto and kill almost alone the Naga...

Goog gaming
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