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<blockquote data-quote="CydKnight" data-source="post: 7030953" data-attributes="member: 6873462"><p>Regardless of how far you can fall in a round, I see where at least two Save Throws would be required in most cases. The first would be to resist the grapple of the net. </p><p></p><p>The second would be to resist the fall outright or resist damage from the fall depending on whether the grapple save throw resisted immediately or sometime during the 6 second free fall. In other words I see different degrees of grapple resistance with different effects/outcomes on flight/fall. For example:</p><p></p><p>1. Surpassing the Save DC by 10 or more may mean that the grapple was avoided altogether and flight was never disrupted. </p><p>2. Surpassing the grapple DC by 5 to 10 and you have a situation where perhaps the net slightly covered you but you were able to shrug it off in a matter of a second or two. A 2nd Save Throw should be made to see if concentration of flight was maintained or regained in time to avoid the ground (perhaps with advantage or perhaps set the DC to moderate at 10). If flight concentration save is failed then a 3rd save could be made on the fall with a success halving fall damage.</p><p>3. Surpassing the grapple DC by 1 to 5 also shrugs off the grapple but makes the flight concentration Save Throw to be made either without advantage or perhaps set the DC to hard at 15. If the 2nd Save Throw is failed then a 3rd save could be made on the fall and perhaps at disadvantage with a success halving fall damage.</p><p></p><p>Anything ever additional 6 seconds of fall time (over 500 ft. ?), you could repeat up to all 3 of the Save Throws. Difficulty on the Saves can be adjusted depending on how far from the ground the creature happens to be when/if it regains control of it's flight.</p><p></p><p>The above is simply how I choose to deal with the scenario provided by the OP. As a DM it is up to you to decide what works best for you and your campaign so my way is not necessarily the <em>right</em> or <em>best</em> way for you.</p></blockquote><p></p>
[QUOTE="CydKnight, post: 7030953, member: 6873462"] Regardless of how far you can fall in a round, I see where at least two Save Throws would be required in most cases. The first would be to resist the grapple of the net. The second would be to resist the fall outright or resist damage from the fall depending on whether the grapple save throw resisted immediately or sometime during the 6 second free fall. In other words I see different degrees of grapple resistance with different effects/outcomes on flight/fall. For example: 1. Surpassing the Save DC by 10 or more may mean that the grapple was avoided altogether and flight was never disrupted. 2. Surpassing the grapple DC by 5 to 10 and you have a situation where perhaps the net slightly covered you but you were able to shrug it off in a matter of a second or two. A 2nd Save Throw should be made to see if concentration of flight was maintained or regained in time to avoid the ground (perhaps with advantage or perhaps set the DC to moderate at 10). If flight concentration save is failed then a 3rd save could be made on the fall with a success halving fall damage. 3. Surpassing the grapple DC by 1 to 5 also shrugs off the grapple but makes the flight concentration Save Throw to be made either without advantage or perhaps set the DC to hard at 15. If the 2nd Save Throw is failed then a 3rd save could be made on the fall and perhaps at disadvantage with a success halving fall damage. Anything ever additional 6 seconds of fall time (over 500 ft. ?), you could repeat up to all 3 of the Save Throws. Difficulty on the Saves can be adjusted depending on how far from the ground the creature happens to be when/if it regains control of it's flight. The above is simply how I choose to deal with the scenario provided by the OP. As a DM it is up to you to decide what works best for you and your campaign so my way is not necessarily the [I]right[/I] or [I]best[/I] way for you. [/QUOTE]
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