D&D 5E GM Adjudicating assistance please

ElterAgo

Explorer
Going to have a few things come up in the near future and curious how you would handle them mechanics wise.

1) There will be attacks by creatures with harpoons (with rope attached) and pincer staff. They will want to be dragging the PC's into the water to drown them. Harpoon could just stab without the barbs engaging properly. The pincer staff could just clonk someone without actually grabbing them correctly. How would you handle the chance that the weapon actually has them?
I assume that dragging them into the water would would just be an opposed athletics check. Maybe with a penalty for slippery rocks. ;) Would it be with advantage or just a bonus, if 2 harpoons get the same PC?

2) There is likely to be a constant low level spell effect going on for a while. I don't want to hassle with constant saves every round. Is a passive will save of 10 +bonus reasonable? But then it would probably never happen or always happen. Hmm... Not sure how to handle that one. Advice?

3) Can you decide to intentionally fail a save in 5E?

4) PC's might try to use a longboat during a bad storm. How would you handle determining if they go the right direction and don't founder the boat? The creatures from 1) above are likely to try and capsize the boat. How should I handle that attempt?

5) Does 5E have creatures that eat or otherwise destroy magic items?

Thanks for any help.
 

log in or register to remove this ad

Going to have a few things come up in the near future and curious how you would handle them mechanics wise.

1) There will be attacks by creatures with harpoons (with rope attached) and pincer staff. They will want to be dragging the PC's into the water to drown them. Harpoon could just stab without the barbs engaging properly. The pincer staff could just clonk someone without actually grabbing them correctly. How would you handle the chance that the weapon actually has them?
I assume that dragging them into the water would would just be an opposed athletics check. Maybe with a penalty for slippery rocks. ;) Would it be with advantage or just a bonus, if 2 harpoons get the same PC?

Allow the attacks to grapple at range, and the characters that don't escape the grapple can be moved per the rules for grappling? I'd probably use Advantage if someone had two or more harpoons (or whatever) attached.

2) There is likely to be a constant low level spell effect going on for a while. I don't want to hassle with constant saves every round. Is a passive will save of 10 +bonus reasonable? But then it would probably never happen or always happen. Hmm... Not sure how to handle that one. Advice?

If you don't want to have people roll saves every round and you want some variability, maybe have the caster roll to set the DC and compare it to passives at (I presume ...?) at the start of the round? Use the mechanics for a spell attack to set the DC every round? I suppose one roll might be quicker than one per PC. Get the passive save numbers from your players before combat begins.

3) Can you decide to intentionally fail a save in 5E?

I've told players at my tables it's possible, but I don't know if anyone ever has done so.

4) PC's might try to use a longboat during a bad storm. How would you handle determining if they go the right direction and don't founder the boat? The creatures from 1) above are likely to try and capsize the boat. How should I handle that attempt?

This sounds like some sort of opposed check. Strength (Athletics) on the part of the aquatic things opposed by Strength or Dexterity (Water Vehicles). I might give Advantage to the aquatic creatures and/or Disadvantage to whoever's trying to keep the longboat from capsizing.

5) Does 5E have creatures that eat or otherwise destroy magic items?

Not that I know of, though there might be something I've missed, especially considering all the third-party products available.

Hope that helps, at least some.
 

1) I'd make it an attack to "hit" the harpoon, and a ranged grapple check to check if the target is grappled. Id give advantage to the attacker is more than 1 harpoon is attached. In his turn the target can use an attack to cut the rope from the harpoon or try an Athletics check to unnatach a harpoon.

2) I'd go with the check, it seems to be a hassle in the table, butif you can remember them they will not hinder you so much.

3) Yes, I believe you can. If I was going to limit this in some form I'd say you cn choose to failsaving throwsfor effects you are aware of.

4)I'd make an ability check to steer the boat correctely, using water vehicle proficiency. To resist the capsizing, I'd describe it to the players and tell tham they can try to twart the attempt. I'd
do a simple skill challenge, let them say how they will try to stpo the creatures and ask for the relevant rolls. If they get more sucesses than failures the boat stays upside up.

5)can't rememberright now, but I assume so. I'd resist the urge to use this kind of creature, for the "bad feels" they will probably give the players... magic itens are so scarce in 5e, that I don't knowif this kind of monster is worth it (but if you think it will fit go fot it!)
 

This was from a recent UA. I love it because I used it to restrain a devil our party wanted to capture. :p

Restraining Strike Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.

So, if a monster succeeds in hitting with the harpoon or pincer then they can use their bonus action to try to grapple the target. The target is restrained if the grapple succeeds. Since grappling is an attack*, attempts to free oneself should be considered an attack as well and be done at disadvantage.

Now if you do this then it's only fair if you allow your players to do the same with any captured harpoons or pincers.

*Jeremy Crawford ruled grappling an attack.
 

Some good advice in here, so I'll try not to replicate too much. But if I was running this encounter, here are my thoughts.

1) There will be attacks by creatures with harpoons (with rope attached) and pincer staff. They will want to be dragging the PC's into the water to drown them. Harpoon could just stab without the barbs engaging properly. The pincer staff could just clonk someone without actually grabbing them correctly. How would you handle the chance that the weapon actually has them?
I assume that dragging them into the water would would just be an opposed athletics check. Maybe with a penalty for slippery rocks. ;) Would it be with advantage or just a bonus, if 2 harpoons get the same PC?

So there are some interesting things in here. If the weapons are a special kind of harpoon, then something to consider is that your players may be able to grab them from the enemies after the encounter. So if the special abilities are tied to the weapon, you may be giving them access to whatever the enemies are doing. Whether it is a ranged grapple or restrain, or whatever. So you may want to determine how to handle that and what you are willing to potentially grant the players. If you aren't too comfortable with it, you may want it to be a special skill (maybe a feat that the enemies posses) or more of a racial ability that allows the enemies to use these harpoons in this manner.

Once you figure that out, another consideration is that encounters in 5e are usually pretty quick. On average 2-3 rounds is typical. This means that if you make the grapple/restrain ability too complicated or avoidable, it may not even happen. Not saying you should have it be automatic, but you wanna balance the cinematic action and suspense of the encounter with the heroics of your players.

I think this would be a good instance to consider Action Oriented Enemies as presented by Matt Colville. This might be a way to get your bad guys a chance to use really special and unique abilities that otherwise might not go off using tradition action economy.

2) There is likely to be a constant low level spell effect going on for a while. I don't want to hassle with constant saves every round. Is a passive will save of 10 +bonus reasonable? But then it would probably never happen or always happen. Hmm... Not sure how to handle that one. Advice?

What is the effect, specifically? Something to consider is that the DM is not bound by the same rules or mechanics as a player character. If it makes sense, you might just want to allow an initial save. Those who save are not affected, and those that fail are affected for the whole combat. Alternatively, you could require the player to use an action/bonus action/inspiration point to reroll the save on their turn. This reduces the need to remember to allow the save and puts the agency in the player's hands regarding how much they want to mitigate whatever this spell effect is.

3) Can you decide to intentionally fail a save in 5E?

Yes. The situations are rare when a player may want to choose to fail, but I allow it. One example off the top of my head is I might allow a player to use a reaction to put themselves between another player/NPC and an attack or spell. They have to volunteer to fail their save to do so. So they may take the hit for someone else.

4) PC's might try to use a longboat during a bad storm. How would you handle determining if they go the right direction and don't founder the boat? The creatures from 1) above are likely to try and capsize the boat. How should I handle that attempt?

I would make this a group skill challenge of sorts. Whoever is helming the boat would need to make a water vehicles (dexterity probably, but intelligence or wisdom could make sense, or even constitution depending on how physically taxing it is to keep the boat from capsizing) check to maintain course and keep the boat steady (I would allow this to be untrained if no one is proficient in water vehicles). They or another player would make a survival check to keep the boat on a specific course or direction. This I would probably require the player to be trained in, unless no party member is trained. Then you ask the other players how they are assisting with the boat and base the challenge on that. If they are actively fighting the enemies from 1, handle it like combat. If they are doing things that aren't quite within the bounds of what typical combat looks like, I would just let them take actions and figure out an appropriate check.

One thing that will really help this is by having degrees of success/failure. If the fail a check, but only by 3-5 (your choice depending on the difficulty of the task), allow the action to succeed but with some kind of complication. If they succeed by more than 3-5, have them succeed in a way that is even better than expected. And if they crit succeed or fail, that is when the real fun begins. This allows for more variety in the outcomes, but also ensures that they are generally heading towards a decent outcome. Of course, you can certainly reverse how you're handling the degrees of success/failure to make it harder.

5) Does 5E have creatures that eat or otherwise destroy magic items?

A rust monster could destroy a magic item by eating it. But 5e is generally less punishing on players, so there are fewer abilities or monsters that destroy magic items than in previous editions. You can probably mine monsters or spell effects from 3e/3.5 that could be adapted for use in 5e.
 
Last edited:

2) Either just roll a die to determine how many rounds the effect lasts. Or maybe do a one round for every point you fail the save. So DC15 and a player rolls a 11 so it lasts for 4 rounds on that player.
 

1) I know the monsters that use these weapons automatically grapple upon a hit. If you wanted to give a chance to have it not, I'd have the attacker make a grapple attempt after rolling damage. you can move a grappled target by moving, but it costs an additional foot per foot of movement (no check required).

2) unless you have multiple saves per character, I'd just make the rolls. Remember that most saves end the effect and make the creature immune for a duration (often 24 hours) if it's an unlimited effect.

3) By RAW, no. IIRC, only in 3E could you ever choose to fail a saving throw, because they added in spells that could be used both offensively and defensibly. Those spells now state that hostile characters may attempt a Save to avoid this confusion. Not sure why this would come up, but as a DM, you could allow it.

4) Navigation rules can be found in the DMG. During combat, such a thing would only matter if a specific area needs to be reached or avoided, in which case characters can make Str/Athletics to row the boat a number of feet (I would recommend 10 ft for ease).

As for the boat being capsized, I would allow a number of creatures (needing a minimal total strength based on the size of the boat) to attempt a group Str/Athletics check (DC based on size of the boat). If over half succeed, then the boat is capsized, and if not, everyone on the boat has to make a Dex save or fall prone, with a fail by 5 or more dumping them overboard.

5) Not that I'm aware of.
 


1. Ghost of Saltmarsh had some monsters. Special harpoon, on a hit the creature is considered grappled. Escape DC 12 (change if too low). On the next turn as action the grapple critter can break free. On attack turn opposite athletics check to drag victim into water.

2. No problem with passive wisdom save. But the players with negative wisdom will.

3.NO.

4. Sailor background would allow checks with advantage. I don’t have my Ghost of Saltmarsh book handy. So Rowboat AC 15. HP 60. Damage Threshold 5. Have the critters attack the boat. Or come up with an max number occupancy number. If you double than you flounder. OR group check vs monster group check.

5. No
 

1) There will be attacks by creatures with harpoons (with rope attached) and pincer staff. They will want to be dragging the PC's into the water to drown them. Harpoon could just stab without the barbs engaging properly. The pincer staff could just clonk someone without actually grabbing them correctly. How would you handle the chance that the weapon actually has them?
I assume that dragging them into the water would would just be an opposed athletics check. Maybe with a penalty for slippery rocks. ;) Would it be with advantage or just a bonus, if 2 harpoons get the same PC?
I would treat the pincer staff as giving a free grapple attempt (so Athletics check opposed by Acrobatics or Athletics) on a hit. For the harpoons, I would do the same, except that it's a limited form of grapple: Instead of reducing your speed to 0, it just prevents you from moving away from the "grappler."

For pulling toward the water, yes, I would make that an opposed Athletics check for each grappler. Note that if two grapplers have you, they effectively have advantage because each of them gets to make their own check; no need to add actual advantage on top of that.

2) There is likely to be a constant low level spell effect going on for a while. I don't want to hassle with constant saves every round. Is a passive will save of 10 +bonus reasonable? But then it would probably never happen or always happen. Hmm... Not sure how to handle that one. Advice?
What does the spell effect do? Do you need to know every time a save is failed, or is it something where it only matters in certain situations? For example, if it imposes disadvantage on attack rolls, it doesn't matter except when the party is in combat.

3) Can you decide to intentionally fail a save in 5E?
By the book, no, unless the effect specifically allows it. However, I don't see a problem with making a house rule that says you can.

4) PC's might try to use a longboat during a bad storm. How would you handle determining if they go the right direction and don't founder the boat? The creatures from 1) above are likely to try and capsize the boat. How should I handle that attempt?
I'd probably call for a Survival check to navigate, and a Vehicles (Water) check to operate the boat. Multiple failed Vehicles checks in a row would have the boat take on water and ultimately founder. Note that you should put some thought into what happens if they a) founder the boat or b) go way off course. You don't want these scenarios to end the adventure.

On the capsize attempt, I'd probably have it be an Athletics check opposed to Vehicles (Water). If the attacker wins, it counts as a failed Vehicles check, moving the boat one step toward foundering.

5) Does 5E have creatures that eat or otherwise destroy magic items?
By the book, I can't think of any that specifically destroy magic items. There's lots of stuff, like oozes and rust monsters, that go after weapons and armor, but most of those have an exemption for magical gear. Doesn't mean you can't homebrew some up, but it's generally wise to tread carefully when going after PCs' magic items. A treasured magic item can become part of a character concept, and make people very salty when they lose it.
 

Remove ads

Top