D&D 3E/3.5 [3.5] Stun and Hold

Kae'Yoss

First Post
So because of some situations where the DM threw enemies with way to high AC's at you, you want to reinstall the no-save-situation for Hold spells? Why not just ignore the rule altogether and give Clerics their favorite save-or-be-royally-screwed spell back?

And you don't need that to get the evil guy - just hold him and be sure that one of your allies is right beside him to finish him off (or hope that he'll fail at his second save).
 

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Lord Pendragon

First Post
Before we knew the details of the new 3.5 Hold Person for certain, someone mentioned a variation that I like. Basically, allow a save every round, but after the first round, making the save only allows the target to move that round until the duration expires.

Sounds like a very good middle-ground.
 

Hypersmurf

Moderatarrrrh...
Before we knew the details of the new 3.5 Hold Person for certain, someone mentioned a variation that I like. Basically, allow a save every round, but after the first round, making the save only allows the target to move that round until the duration expires.

It would require making the save automatic instead of a FRA - there's not much point taking a full round action to allow you to move for the rest of the round. A saving throw would allow you... a 5' step :)

As a consequence of that change, stunning would no longer prevent you attempting that save. Obviously you wouldn't be able to do much in your "free" rounds, because you'd still be stunned... but at least you wouldn't be helpless as long as you kept making saves...

-Hyp.
 

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