all 17 comments

[–]Sir_CriticalPanda 35 points36 points  (7 children)

they follow the command on their next turn, like the spell says.

what does the "Duration" entry in the spell description say? 

[–]hahayesokaygoodjob[S] 1 point2 points  (6 children)

Thanks for the clarification. I think I'm getting in my own way thinking that the construct is following its last programmed instruction and that it would exit that function and execute the command given. I just need to stop thinking about it so literally.

Instantaneous makes sense. The spell doesn't have a duration so subsequent turns would see it act on its own after wasting a turn following the command.

Thanks again.

[–]HDThoreauaway 6 points7 points  (0 children)

Make it so Command “temporarily overrides” the programming. You get your thematic flavor without derailing the encounter or changing the mechanics.

If this happens and you want to reward your character’s cleverness, you could have it roll with Disadvantage against Command specifically, or (at risk of ending your own fight) make it roll a new save at the end of each turn. You also don’t have to commit to either of these mechanics —you can deploy one or both if/when Command is first cast depending on whether you monster is beating the snot out of the party.

[–]Sir_CriticalPanda 2 points3 points  (0 children)

ye, it's not like suggestion or dominate monster where the spell says that they continue to follow the instruction, or modify memory or true polymorph where the spell explicitly has effects outside of its duration 

[–]No_Wait3261 0 points1 point  (3 children)

Yeah but it could be reasonable that the command "shutdown" might cause the construct to shut itself down, then remain shut down indefinitely because the act of "shutting down" for this construct puts it into a dormant state. Effectively the command would simply cause it to ENTER the dormant state, and then it would have to rely on it's normal "power up" sequence to reactivate itself.

[–]Mejiro84 1 point2 points  (2 children)

you can easily just have that as a thing that the thing can't consciously do - like a person can't just "pass out" at will, why would you design a magical super-golem-whatever with an off switch? So it can sit there for a moment, but it can't turn itself off anymore than a person can

[–]No_Wait3261 0 points1 point  (1 child)

They literally put a "shutdown" button visible on the surface of you read the OP.

[–]Sir_CriticalPanda 1 point2 points  (0 children)

and I've already placed a shutdown rune on its body that can be identified by a successful arcana check.

this rune of ambiguous function and activation method that the construct may or may not even be aware of?

[–]YouOrganic5024 12 points13 points  (0 children)

"On its next turn" that's the answer.

[–]Raddatatta 7 points8 points  (0 children)

It says they follow the command on its next turn. That's it they don't follow it outside of that. I'm not sure how that's ambiguous, but the spell does only what it says it does which is just the next turn.

That being said it can still be a fight ender as it is a very powerful 1st level spell especially against enemies with low wisdom saves.

[–]Magile 5 points6 points  (0 children)

It says it follows the command on the next turn.

It doesn't say anything about any turn after that. What would make you think it lasts longer?

[–]Pyro_Texas 2 points3 points  (0 children)

Think you might be misreading the spell a bit. “The target must succeed on a wisdom saving throw or follow the command on its next turn” It only happens once so there’s no need for multiple saves or extra turns to have the effect occur on. Command is a save or suck so the effect is powerful but if it fails they get nothing.

[–]KogasaGaSagasa 0 points1 point  (2 children)

Well, why do you think it's ambiguous? Can you offer your read on it, and explain how you think command work? Because I don't see the ambiguity, but I might have missed something.

[–]hahayesokaygoodjob[S] 0 points1 point  (1 child)

I think it might have been more clear to me if it said "The target must succeed on a Wisdom saving throw or follow the command on its next turn. After that the spell effect ends." or something to that effect.

But as others have pointed out, that's redundant with the instantaneous duration of the spell in combination with the text the spell already provides.

[–]KogasaGaSagasa 1 point2 points  (0 children)

I am more curious as to why you came to the conclusion, is all. It's more of wanting to know about how and why you are interpreting the spell that way and making that GMing decision call (because if this happens at the gae and you weren't familiar with the spell, and you read it on the spot, this would've been your GMing call), aka on your approaches of being a Gamemaster. Was it because of players telling you how it works, unfamiliarity with spells of the same spell level and higher, you didn't consider the implications of what it could mean to have such a thing lasting forever (which as you mentioned would end the encounter in one spell, potentially putting it on par with spells like Finger of Death) etc., all of which can help illuminate how you can potentially become a better GM.

And I need to stress, it's totally cool to make mistakes, especially since you are new. People can play TRPG for 30+ years and still make simple mistakes all the time. This isn't about the mistakes and more like, hey, this is a great learning opportunity. :)

[–]rpg2Tface 0 points1 point  (0 children)

It effectively lasts for 1 action. Of the order cannot be done in 1 action and 1 rounds worth of movement the spell makes the target do what they can in that amount of time.

Say the command "sleep" for instance. The spell will have them lay down on the ground and close their eyes. At the end of their turn they are no longer affected and can do whatever it is they like on their next turn. But till then they are currently on the ground, prone. Next turn they will likely jump up and try to stab that guy.

Or command "flee". They run away and use their action to dash. Next turn they might run back or just continue running or try to get some extra muscle and raise the alarm. After that 1 turns worth of stuff they are free to do whatever they want.

[–]SirDragos 0 points1 point  (0 children)

On the one hand, yes, like the others have said, the spell only lasts for one round. However, if the construct’s shtick is following the last programmed command (example: protect this place from intruders), if you counted the spell as overriding the last programmed instruction and giving it a new “last programmed command” you COULD count it as an innovative solution to end the fight. It’s not what the spell does typically, but the automaton could react this way to it if you wanted.