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General Tabletop Discussion
*Pathfinder & Starfinder
Entangle: too powerful?
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<blockquote data-quote="Pickaxe" data-source="post: 1889383" data-attributes="member: 10812"><p>Perhaps, but I think the DM sees it as something that makes the party too powerful, rather than the druid itself.</p><p></p><p></p><p></p><p>3.5 added a little "invitation to rule 0" for DMs to change the spell effects depending on terrain. Entanglement does not prevent you from attacking, albeit at a -2, plus a -4 penalty to Dex. The goblins we encountered generally only had javelins.</p><p></p><p></p><p>Actually, unentangled creatures in the area have to save every time on the caster's turn.</p><p></p><p></p><p></p><p>There was an adept in the group who managed to cast Sleep on some of the party. Problem was that only one worg escaped to attack us, and the awake party members were able to attack it and/or wake up the sleepers.</p><p></p><p></p><p></p><p>Yes, one important key to our success against the goblins was that the druid rolled a 20 on initiative.</p><p></p><p>Another way to think of this is: "Is Entangle too good compared to Web?" Web has half the radius, a higher save (because it's second level), a higher Escape Artist check, is largely limited to indoors, ten times the duration, and entangles even on a successful save. The terrain limitations appear to cancel out, and the longer duration for Web is a bit deceiving, since Entangle is generally plenty long enough for any combat. Does the balance of differences make Web suitably more powerful, as a second level spell ought to be?</p><p></p><p>--Axe</p></blockquote><p></p>
[QUOTE="Pickaxe, post: 1889383, member: 10812"] Perhaps, but I think the DM sees it as something that makes the party too powerful, rather than the druid itself. 3.5 added a little "invitation to rule 0" for DMs to change the spell effects depending on terrain. Entanglement does not prevent you from attacking, albeit at a -2, plus a -4 penalty to Dex. The goblins we encountered generally only had javelins. Actually, unentangled creatures in the area have to save every time on the caster's turn. There was an adept in the group who managed to cast Sleep on some of the party. Problem was that only one worg escaped to attack us, and the awake party members were able to attack it and/or wake up the sleepers. Yes, one important key to our success against the goblins was that the druid rolled a 20 on initiative. Another way to think of this is: "Is Entangle too good compared to Web?" Web has half the radius, a higher save (because it's second level), a higher Escape Artist check, is largely limited to indoors, ten times the duration, and entangles even on a successful save. The terrain limitations appear to cancel out, and the longer duration for Web is a bit deceiving, since Entangle is generally plenty long enough for any combat. Does the balance of differences make Web suitably more powerful, as a second level spell ought to be? --Axe [/QUOTE]
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Entangle: too powerful?
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