Conditions Precluding Withdraw or Tumble?

Webbed, maybe not, but Entangled? I think so; I find no reason to disallow it. You'd just move at 1/4 speed while tumbling, since Entangled already halves it. To move at 1/2 speed you'd have to take the Accelerated Tumbling penalty. To withdraw, you'd just move at 1x your speed as a full round action, instead of 2x.
 
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moritheil said:
You have got to be kidding me. We just had a discussion on this very topic not one week ago, if memory serves. I'll look for the link, but I don't promise anything.

I know. I started that thread and wanted to start this one to take it away from the context of the web spell. While I feel and other agree that someone in a web can't withdraw, I'm now trying to pin down what exactly keeps you from doing either- in hopes that that will help settle the web ruling in my mind.
 

Quidam said:
I know. I started that thread and wanted to start this one to take it away from the context of the web spell. While I feel and other agree that someone in a web can't withdraw, I'm now trying to pin down what exactly keeps you from doing either- in hopes that that will help settle the web ruling in my mind.

Here we go:

http://www.enworld.org/showthread.php?t=129274

You can't abandon the past that easily! ;)

Why is web so different from entangle?

Entangled:

Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

Web:
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled.

Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.


Entangle:


Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.





Now, we get into semantics. Is "can still move at only half speed" different from "can move at half speed only?"
 

moritheil said:
You have got to be kidding me. We just had a discussion on this very topic not one week ago, if memory serves. I'll look for the link, but I don't promise anything.

Dude, that thread is WHY he asked in THIS thread :confused:

Where is that darn "smack upside the head" smiley when you need it?
 
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Sithobi1 said:
Webbed, maybe not, but Entangled? I think so; I find no reason to disallow it. You'd just move at 1/4 speed while tumbling, since Entangled already halves it. To move at 1/2 speed you'd have to take the Accelerated Tumbling penalty. To withdraw, you'd just move at 1x your speed as a full round action in a straight line, instead of 2x.

Where does it say you have to move "in a straight line" to withdraw?

Oh wait...you meant as a tumble...gotcha.
 

moritheil said:
Entangled and Turned, too, I think. Note that Turned creatures flee as fast as possible, meaning that they don't withdraw if they could instead double-move (and give you an AOO).

Uh...a double move IS a withdraw! I think you meant Run, not double-move.
 

Mistwell said:
Dude, that thread is WHY he asked in THIS thread :confused:

Where is that darn "smack upside the head" smiley when you need it?

I've got one right here, and it's for you.

To not include some sort of acknowledgement of earlier posts on the matter is a slap in the face to people who were involved in the earlier discussions. Basically, you're saying, "Gee, I know you all put time and thought into it, but guess what? I don't care! I want to start a new thread so I can hear things I like hearing!"

It should go without saying that this is rude in the extreme.
 

Mistwell said:
Uh...a double move IS a withdraw! I think you meant Run, not double-move.

It is not. If I double-move, I move twice. If I withdraw, I take a full-round action to move away without incurring an AOO. The two are different. This is a basic concept.
 



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