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Entangle - Help Appreciated
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3407550" data-attributes="member: 20805"><p>Its easier to think of Entangle as two effects...</p><p></p><p> First: It makes the area difficult terrain, costing 2X movement, cannot run or charge.</p><p></p><p> Second, if you fail a REF save you become <em>entangled</em> by the immobile plants and are rooted to the spot...unable to move anywhere. As a Standard action (*) you can break free from the spell with a DC 20 Str or Escape Artist check. On the casters turn, you risk another entanglement.</p><p></p><p>And yes, sometimes the best option is to stay entangled and use ranged weaponry while you wait for the spell to expire.</p><p></p><p></p><p></p><p>(*), Yes, I know the text says full round action to break free and move half your speed.. silly semantics. It makes more sense to say Standard Action leaving the move portion to be used in movement or whatever else the player wants to do. End result can be the same but more options are available to the player.</p><p></p><p>(**) One option that is not addresses is clearing the vegitation. The spell relies on already present plant life, if you burn/cut/destroy the plant life then it would lose its ability to entangle. I personally HR that you need at least a light undergrowth for the spell to work in the first place, and provide a series of spells that improve on the mechanics {to include growing the light undergrowth, modifiers for character size, etc...}</p><p></p><p>(***) I really need to stick to the HR forum <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Signed: //Poster C//</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3407550, member: 20805"] Its easier to think of Entangle as two effects... First: It makes the area difficult terrain, costing 2X movement, cannot run or charge. Second, if you fail a REF save you become [i]entangled[/i] by the immobile plants and are rooted to the spot...unable to move anywhere. As a Standard action (*) you can break free from the spell with a DC 20 Str or Escape Artist check. On the casters turn, you risk another entanglement. And yes, sometimes the best option is to stay entangled and use ranged weaponry while you wait for the spell to expire. (*), Yes, I know the text says full round action to break free and move half your speed.. silly semantics. It makes more sense to say Standard Action leaving the move portion to be used in movement or whatever else the player wants to do. End result can be the same but more options are available to the player. (**) One option that is not addresses is clearing the vegitation. The spell relies on already present plant life, if you burn/cut/destroy the plant life then it would lose its ability to entangle. I personally HR that you need at least a light undergrowth for the spell to work in the first place, and provide a series of spells that improve on the mechanics {to include growing the light undergrowth, modifiers for character size, etc...} (***) I really need to stick to the HR forum :) Signed: //Poster C// [/QUOTE]
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