log in or register to remove this ad


D&D 3E/3.5 D&D 3.5 Web...

...what's the point of allowing a save? Last night we had one of our very few arguments about rules in 12 years of D&D. It was about Web.

Here's the passage: "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. "

So, it sounds like a successful save is equivalent to a successful Strength or Escape Artist check. However, it doesn't give specific rules on how to move for a successful save. Would you treat the save as a "check", i.e. if the save DC is 15 and the PC gets a 25 he can move 15' (5' for every 5 points his save total is above 10)?

Help with comments if you can.



log in or register to remove this ad


First Post
A typical combat with Web involved might look like this:

Wizard (lv3 and Int 16) uses Web against five Goblins.
The Reflex save to beat is 15.

Goblin 1 succeeds in his reflex save, which allows to forgo making a Strength or Escape Artist check to escape, and can begin making his movement checks immediately.

The other goblins must first meet a higher DC Strength or Escape Artist check, because they failed their saves. They're stuck until they can hit that 20 or 25.

For every goblin, once free, they begin making additional movement checks, using Escape Artist or Strength.

Ultimately, the Reflex save allows you to begin moving in the first round, and is also (generally) lower than the other two checks.


First Post
Round 1: Webs cover the area. Victims are so entangled they cant move unless they made a Reflex save to notce the spell's activation and avoid the brunt of the webbing.

round 2+:
Each round,victims are unable to move unless they make a Strength check (DC20) or Escape Artist(DC25) first.

Either way, that rounds movement is limited to 5ft x (Roll-10)/5.

Level Up!

An Advertisement