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?"