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[OOC] Uller's Out of the Abyss
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<blockquote data-quote="Uller" data-source="post: 6900693" data-attributes="member: 413"><p>A couple of rules points relevant to the current encounter:</p><p></p><p>When you take damage while on the webs you have to make a DC 15 dex save or fall.</p><p></p><p>My instinct was to have Klep and Sarith have disadvantage on those saves since they are currently blinded (and worse) but the blinded condition doesn't say anything about disadvantage on saves. It only says about attack (adv against and disadvantage for the blinded character) and it says checks that require sight automatically fail. Autofail seems harsh...so I went with niether on the assumption they were already holding fast to the webs.</p><p></p><p>They can make strength checks to free themselves on their turn. This will be at disadvantage as long as they are holding on to the web. They will become increasingly desperate so I will have them make a DC 10 Wis check to first see if the have the presence of mind to not let go. If the let go they will have to make a Dex save to avoid falling and will have disadvantage on dex saves forced by damage. If they pass by more than 5 they will not have to make further wisdom checks. Each round the DC will go up by 2 for the Wisdom save.</p><p></p><p>Attacking blindly risks hitting allies. Melee attacks: If you role a nat 1 you make an attack with no bonuses (so just straight d20 roll) against your ally. Since you are blind (and trying to avoid hitting them) and they are blind the attack will be with advantage. </p><p></p><p>Missile Attacks: if you miss (nat 1 or not) but hit with one of your two rolls then you attack your ally as above. Ranged attacks are significantly riskier.</p><p></p><p>Sound reasonable? </p><p></p><p>Jimjar and the twins probably have an idea what these things are...they'll give some advice on their turn.</p><p></p><p>Edit: clarified/expanded a bit.</p><p></p><p>Sent from my SCH-I535 using Tapatalk</p></blockquote><p></p>
[QUOTE="Uller, post: 6900693, member: 413"] A couple of rules points relevant to the current encounter: When you take damage while on the webs you have to make a DC 15 dex save or fall. My instinct was to have Klep and Sarith have disadvantage on those saves since they are currently blinded (and worse) but the blinded condition doesn't say anything about disadvantage on saves. It only says about attack (adv against and disadvantage for the blinded character) and it says checks that require sight automatically fail. Autofail seems harsh...so I went with niether on the assumption they were already holding fast to the webs. They can make strength checks to free themselves on their turn. This will be at disadvantage as long as they are holding on to the web. They will become increasingly desperate so I will have them make a DC 10 Wis check to first see if the have the presence of mind to not let go. If the let go they will have to make a Dex save to avoid falling and will have disadvantage on dex saves forced by damage. If they pass by more than 5 they will not have to make further wisdom checks. Each round the DC will go up by 2 for the Wisdom save. Attacking blindly risks hitting allies. Melee attacks: If you role a nat 1 you make an attack with no bonuses (so just straight d20 roll) against your ally. Since you are blind (and trying to avoid hitting them) and they are blind the attack will be with advantage. Missile Attacks: if you miss (nat 1 or not) but hit with one of your two rolls then you attack your ally as above. Ranged attacks are significantly riskier. Sound reasonable? Jimjar and the twins probably have an idea what these things are...they'll give some advice on their turn. Edit: clarified/expanded a bit. Sent from my SCH-I535 using Tapatalk [/QUOTE]
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