Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Web Spell Questions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mistwell" data-source="post: 2218343" data-attributes="member: 2525"><p>I don't think that would work, as by that ruling you would move MORE if you stayed in the web than if you exited the web. I'd think that the worst case senario for RAW would be that you can continue moving at the speed dictated by your strength or escape artist check (so if you beat the DC by 10 meaning you can move 10 feet in web, you can therefore move 10 feet total whether you are inside or outside the web). Otherwise you have the contradictory senario of someone trying to stay IN the web to move that turn, and avoiding the non-webbed spaces, so that they can get the maximum distance possible that round.</p><p></p><p></p><p></p><p>That makes sense to me.</p><p></p><p>As for the withdraw action and tumbling while in web, I had actually forgotten that those issues arose during the game. </p><p></p><p>I still contend that you can use the withdraw action while in web, just at a very reduced speed. In addition, you should be able to tumble in the web, also at the reduced speed, and with approporiate circumstance penalties. You should be able to do ANY move action as a full round action at a reduced speed and with appropriate circumstance penalities while in a web. The "special" part of the movement is inherant already in the requirement that you make a check to move, and your movement is severely restricted as to distance, and you suffer the listed penalties of both the spell and the condition known as entangled. That is how all other environmental conditions and barriers work in the game, and I don't see why a special type of movement action has to be created just for this particular spell. </p><p></p><p>Adding a special kind of movement action isn't generally something WOTC does with the rules in any other place I can think of, nor is it listed on any of the "types of actions" charts (not even third party charts). It might not make as much sense from a realistic standpoint...then again, facing in all directions at all times doesn't make a huge amount of sense either. But, for the simplicity that exists in the rules, I think the intent is to not create a special kind of move action just for this particular spell. Down that road lays the overly-complete rules-set of GURPS.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 2218343, member: 2525"] I don't think that would work, as by that ruling you would move MORE if you stayed in the web than if you exited the web. I'd think that the worst case senario for RAW would be that you can continue moving at the speed dictated by your strength or escape artist check (so if you beat the DC by 10 meaning you can move 10 feet in web, you can therefore move 10 feet total whether you are inside or outside the web). Otherwise you have the contradictory senario of someone trying to stay IN the web to move that turn, and avoiding the non-webbed spaces, so that they can get the maximum distance possible that round. That makes sense to me. As for the withdraw action and tumbling while in web, I had actually forgotten that those issues arose during the game. I still contend that you can use the withdraw action while in web, just at a very reduced speed. In addition, you should be able to tumble in the web, also at the reduced speed, and with approporiate circumstance penalties. You should be able to do ANY move action as a full round action at a reduced speed and with appropriate circumstance penalities while in a web. The "special" part of the movement is inherant already in the requirement that you make a check to move, and your movement is severely restricted as to distance, and you suffer the listed penalties of both the spell and the condition known as entangled. That is how all other environmental conditions and barriers work in the game, and I don't see why a special type of movement action has to be created just for this particular spell. Adding a special kind of movement action isn't generally something WOTC does with the rules in any other place I can think of, nor is it listed on any of the "types of actions" charts (not even third party charts). It might not make as much sense from a realistic standpoint...then again, facing in all directions at all times doesn't make a huge amount of sense either. But, for the simplicity that exists in the rules, I think the intent is to not create a special kind of move action just for this particular spell. Down that road lays the overly-complete rules-set of GURPS. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Web Spell Questions
Top