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Is Entangle too good?
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<blockquote data-quote="Zerovoid" data-source="post: 77075" data-attributes="member: 283"><p>Last night, I DM'd a wilderness type adventure for my party. It was about them returning to the town of Oakhurst (Sunless Citadel) and fighting the reincarnated evil Druid Belak as a centaur. At the height of the big battle, there were three big 40' circles drawn on our map, two Briar Webs from the PC druid, and one Entangle from Belak. The effect of the entangle spells completely dominated the combat, and led to alot of player frustration as the players were stuck for round after round, rolling strength checks. It seems like a DC 20 strenght check is just too high for a first level spell to require. Combine this with the huge 40' radius area, and Entangle seems like just too much of a killer. I won't comment specifially on Briar Web (DotF, MotW) because it is only a small uprade to entangle, and it seems like the base power of Entangle is the biggest problem.</p><p></p><p>Web 2nd lvl Wiz/Sorc Spell</p><p>20' area</p><p>Only entangles creatures initially in the area when it is cast.</p><p>Works almost anywhere.</p><p>Can easily be burned away with fire.</p><p>Str checks required to move through area.</p><p></p><p>Entangle 1st lvl Druid Spell</p><p>40' area</p><p>Tries to entangle creatures in the radius every round.</p><p>Works only in the wilderness.</p><p>Cannot be burned away.</p><p></p><p>Entangle seems way too good compared to Web, which I think is about right for a 2nd lvl spell. Now, obviously this extra power is warrented if Entangle is useful only in very limited situations, but in most campaigns, it seems like about 1/3 of combats take place in areas with enough vegetation for entangle to work.</p><p></p><p>More importantly, the spell just isn't fun. We talked about this after the game, and everyone agreed that the spell was very frustrating, and slowed down combat too much. One player said he groans whenever a PC casts this spell, because its just such a pain, even if it is an effective strategy.</p><p></p><p>I'm thinking of weakening the spell, and maybe making the strength check to escape = the casters spell save DC.</p><p></p><p>What do the rest of you think about this spell?</p></blockquote><p></p>
[QUOTE="Zerovoid, post: 77075, member: 283"] Last night, I DM'd a wilderness type adventure for my party. It was about them returning to the town of Oakhurst (Sunless Citadel) and fighting the reincarnated evil Druid Belak as a centaur. At the height of the big battle, there were three big 40' circles drawn on our map, two Briar Webs from the PC druid, and one Entangle from Belak. The effect of the entangle spells completely dominated the combat, and led to alot of player frustration as the players were stuck for round after round, rolling strength checks. It seems like a DC 20 strenght check is just too high for a first level spell to require. Combine this with the huge 40' radius area, and Entangle seems like just too much of a killer. I won't comment specifially on Briar Web (DotF, MotW) because it is only a small uprade to entangle, and it seems like the base power of Entangle is the biggest problem. Web 2nd lvl Wiz/Sorc Spell 20' area Only entangles creatures initially in the area when it is cast. Works almost anywhere. Can easily be burned away with fire. Str checks required to move through area. Entangle 1st lvl Druid Spell 40' area Tries to entangle creatures in the radius every round. Works only in the wilderness. Cannot be burned away. Entangle seems way too good compared to Web, which I think is about right for a 2nd lvl spell. Now, obviously this extra power is warrented if Entangle is useful only in very limited situations, but in most campaigns, it seems like about 1/3 of combats take place in areas with enough vegetation for entangle to work. More importantly, the spell just isn't fun. We talked about this after the game, and everyone agreed that the spell was very frustrating, and slowed down combat too much. One player said he groans whenever a PC casts this spell, because its just such a pain, even if it is an effective strategy. I'm thinking of weakening the spell, and maybe making the strength check to escape = the casters spell save DC. What do the rest of you think about this spell? [/QUOTE]
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