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Casting Web on a flying creature
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<blockquote data-quote="smiteworks" data-source="post: 6438109" data-attributes="member: 87795"><p>I would house rule it to let my players use web on a single flying creature to disrupt flight for a single round. I would give the flying creature the save to avoid being entangled and if it is, the creature would drop as if falling. On the creature's turn, it could make a break free attempt to avoid falling at the expense of its action. The dragon would like succeed on the break free attempt due to its high strength. If the flying creature is high enough, it could resume flight after breaking free and use its remaining move to fly up higher again. Giving essentially two saves with the chance to either cancel an action or cause falling damage doesn't seem overpowered at first glance. It could be an effective reaction to set for when the dragon or other flying creature comes in for a strafing run.</p><p></p><p>The one piece missing is that I don't see any explanation for how fast a creature falls. Assuming the same gravity as we have on Earth, that should be a little North of 550 feet. The range of Web is only 60 feet, however, so a wizard on the ground could at most cause 6d6 falling damage if they webbed a creature right at 60', it failed it's dexterity save and then failed its break free attempt on its turn. If the wizard *and* the target creature were both flying 500' up in the air, then it would be much cooler, but would still max out falling damage at 20d6 after the creature fails both saves.</p></blockquote><p></p>
[QUOTE="smiteworks, post: 6438109, member: 87795"] I would house rule it to let my players use web on a single flying creature to disrupt flight for a single round. I would give the flying creature the save to avoid being entangled and if it is, the creature would drop as if falling. On the creature's turn, it could make a break free attempt to avoid falling at the expense of its action. The dragon would like succeed on the break free attempt due to its high strength. If the flying creature is high enough, it could resume flight after breaking free and use its remaining move to fly up higher again. Giving essentially two saves with the chance to either cancel an action or cause falling damage doesn't seem overpowered at first glance. It could be an effective reaction to set for when the dragon or other flying creature comes in for a strafing run. The one piece missing is that I don't see any explanation for how fast a creature falls. Assuming the same gravity as we have on Earth, that should be a little North of 550 feet. The range of Web is only 60 feet, however, so a wizard on the ground could at most cause 6d6 falling damage if they webbed a creature right at 60', it failed it's dexterity save and then failed its break free attempt on its turn. If the wizard *and* the target creature were both flying 500' up in the air, then it would be much cooler, but would still max out falling damage at 20d6 after the creature fails both saves. [/QUOTE]
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Casting Web on a flying creature
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