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*Pathfinder & Starfinder
Entangle needs nerfing...
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2384954" data-attributes="member: 20805"><p><strong>Overpowered.. if you let it be.</strong></p><p></p><p>To help clarify, here is some of the text of the spell </p><p></p><p>Okay, so we have a 40' spread zone in which plants entwine and entangle creatures *within thier reach*. Addtionally, all movement in the area is at half speed. You can avoid these effects by either a REF save vs the spell or use a full round action to break free of entanglement and move.</p><p></p><p>The RAW states the given terrain changes the effects of the spell. CM's houserule is quite viable. You want to nerf this spell? Then use it as written and put some forethought into the terrain the encounter occurs in. The plants have to be able to reach the characters, and as noted upthread, there is no alteration of the plants. </p><p></p><p>You can even have 'safe zones' within the spells area. The actual area listed is "Area: Plants in a 40-ft.-radius spread". Imagine an encounter on a wide roadway surrounded by majestic trees. The roadsides would be hazardous, with branches lashing out and the occasional vine snapping here and there, but the center of the road could be out of the dangerous area.</p><p></p><p>As to damaging terrain, there are some rules. As the spell requires plants to be available, destroying the available plants will negate the effects of the spell. If I were to run into this, I would estimate a hardness/hitpoint rating for the plants holding a character and allow slashing weapons to destroy the entangling plants in that square. Each square could be treated as one Animate Plant, without intelligence or additional movement ability, for AC, HPs, and hardness. Some of these may have reach, and still cause problems farther from thier actual location. Even cause problems for those 'safely' flying over <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>In closing, Entangle is a pain the butt spell when you are not prepared for it, and you take the 'easy' out of adding that the spell creates/enhances plants to entangle the opponents.</p><p>Its a good spell, as you can slow down your opponents, but it not overpowered. In most encounters, the spell will be pointless as the available plant life will not be present.</p><p></p><p>Against higher level parties, the REF save should be made most of the time, and if you are wading through light underbrush already, your movement rate is already halved!</p><p></p><p>It would have been nice for WOTC to formalize the spell a bit more, but stating that it should be adjucated by the DM on a case by case basis is a nice touch.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2384954, member: 20805"] [b]Overpowered.. if you let it be.[/b] To help clarify, here is some of the text of the spell Okay, so we have a 40' spread zone in which plants entwine and entangle creatures *within thier reach*. Addtionally, all movement in the area is at half speed. You can avoid these effects by either a REF save vs the spell or use a full round action to break free of entanglement and move. The RAW states the given terrain changes the effects of the spell. CM's houserule is quite viable. You want to nerf this spell? Then use it as written and put some forethought into the terrain the encounter occurs in. The plants have to be able to reach the characters, and as noted upthread, there is no alteration of the plants. You can even have 'safe zones' within the spells area. The actual area listed is "Area: Plants in a 40-ft.-radius spread". Imagine an encounter on a wide roadway surrounded by majestic trees. The roadsides would be hazardous, with branches lashing out and the occasional vine snapping here and there, but the center of the road could be out of the dangerous area. As to damaging terrain, there are some rules. As the spell requires plants to be available, destroying the available plants will negate the effects of the spell. If I were to run into this, I would estimate a hardness/hitpoint rating for the plants holding a character and allow slashing weapons to destroy the entangling plants in that square. Each square could be treated as one Animate Plant, without intelligence or additional movement ability, for AC, HPs, and hardness. Some of these may have reach, and still cause problems farther from thier actual location. Even cause problems for those 'safely' flying over :) In closing, Entangle is a pain the butt spell when you are not prepared for it, and you take the 'easy' out of adding that the spell creates/enhances plants to entangle the opponents. Its a good spell, as you can slow down your opponents, but it not overpowered. In most encounters, the spell will be pointless as the available plant life will not be present. Against higher level parties, the REF save should be made most of the time, and if you are wading through light underbrush already, your movement rate is already halved! It would have been nice for WOTC to formalize the spell a bit more, but stating that it should be adjucated by the DM on a case by case basis is a nice touch. [/QUOTE]
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