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Wizard Web spell too powerful?

ThomasBJJ

First Post
What is the consensus on the Wiz/Sor spell WEB? Is it too powerful?

So far it seems to totally hose the bad guys everytime it's used. The DC20 Str check it near impossible to make, and the PC's all break out missile weapons, followerd by burning the monsters stuck deeper in the web by setting it afire.

Also, my players felt that even monsters that make it out of the web were still considered to be somewhat entangled to the same degree as a tanglefoot bag or a character who made his save vs the spell (1/2 move rate, -2 dex, -2 attack) due to webs still being all over them being sticky. I reread both 3.0 & 3.5 spell descriptions and could not find ANYTHING to suggest this. It seemed clear that the webs withing the area of effect were strong and sticky and you could get stuck to the strands that are already anchored in place, but they didn't stick to you and entangle you once you made it out of the Web. So I ruled that from now on, once outside the original area of effect of the spell, you were no longer "sticky". Are there any rules to back my ruling or my players view?
 

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they are sticky because they are anchored. web requires something to anchor.

once free of the web. technically you are free.

for flavor or fun you can modify as you desire.
 

Yep, the DC is too high. I'd use the same as the save DC myself.

Fortunately, if the save is successful, the DC to move is much lower.

And now, they aren't entangled. That would make the spell more potent. They can feel free, however, to throw tanglefoot bags at monsters exiting the web.
 

Gez said:
Yep, the DC is too high. I'd use the same as the save DC myself.

This is a common problem in D&D (and OGL games); I think designers tend to forget that while a good skill modifier is somewhere around +10, a +3 is a good attribute modifier. Consequently, ability check DCs seem to tend about 5 points higher than they should be.

I pretty consistently lower ability check DCs by 5 when I use published material. You do have to eyeball the numbers to be sure, but a good DM will usually be doing this anyway.


Jeff
 

Don't forget that Web provides cover to the creatures stuck in it. It's usually going to take a buttload of arrows to take down something that's buried 15' away in a web.

Also, once you burn the web, it's gone, it's destroyed, and your opponents are free. Yes, they'll suffer 2d4 points of burning damage, but after that, they're free.

AR
 

It's a very good spell indeed, but I wouldn't say it's broken.

If you are caught in the web and fail the save you are entangled (-2 attack, -4 Dex, move half speed...) and you cannot move. If you want you can attack with ranged weapons but face huge penalties, cast spells if you beat concentration, and maybe you can attempt to attack the web itself - but the description doesn't say. Otherwise you can spend a FRA to try break free.

Once free, or if you won the ST, or if you entered the web later, you are entangled but you can move, although it still takes a check to move.

The web provides cover or total cover both to and from outside. Of course being outside is much better... :)
 

I agree: good spell, but not uber. When taking out wimpy opponents, it's almost as effective as a fireball: few of them will make their saves, and you can pick them off at your leisure.

Tougher opponents have some options when webbed:
* Spellcasting. You're reasonably well protected from attack when you're inside a web, and the concentration check to cast a spell isn't too bad. Stay where you are and pepper the PCs with spells.
* Missile Fire. You'll be at a disadvantage compared to the PCs, but at least you can affect them somewhat.
* Escape in the opposite direction. If the PCs look too tough, move through the webs to the far side and run away or regroup, possibly alerting all your allies that a group of nasty PCs is on its way. The PCs will have a hard time pursuing you through the webs.
* Set the webs on fire your own dang self. If all else fails, break out your flint and tinder (many creatures, even those with darkvision, like fire for its warming and cooking properties) and light the webs up. 2d4 hp damage is a small price to pay for getting to beat on the PCs again.

Daniel
 

ThomasBJJ said:
What is the consensus on the Wiz/Sor spell WEB? Is it too powerful?

Also, my players felt that even monsters that make it out of the web were still considered to be somewhat entangled to the same degree as a tanglefoot bag or a character who made his save vs the spell (1/2 move rate, -2 dex, -2 attack) due to webs still being all over them being sticky.


Well yeah the spell will be overpowered if you allow your players to create tehir own personal little muchkin rules to add to spells. :rolleyes:

Since their is nothing written anywhere to support what they are saying it is rather dishonest of them to try to make this a rule. Maybe you should smack them around with some drow for a bit so they can learn what it feels like to get webbed by the people who really know how.
 

Best way to learn counter tactics is to turn the tables on the PCs. Have the bad guys cast Web on them, and then pepper them with arrows.

Don't forget that the PCs are entangled when they escape the web!
 

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