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<blockquote data-quote="Dausuul" data-source="post: 7941326" data-attributes="member: 58197"><p>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."</p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7941326, member: 58197"] 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. 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. 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. 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. 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. [/QUOTE]
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