Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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
*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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Any Alternate Rules for Entangle?
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="Azlan" data-source="post: 220529" data-attributes="member: 2340"><p>My players are veteran gamers, and they know better than to cast entangle on an enemy who is less than 40' away.</p><p></p><p>Like I said, a lot of encounters in my campaign take place outdoors. (If this were a typical, dungeon-crawling campaign, then entangle wouldn't be used nearly as much.) Almost always, the group sends the ranger and/or the rogue ahead, to scout the area out. When they spot the enemy from afar (typical spotting distances outdoors are 100+ yards), the player characters regroup and get ready. But even if they are surprised by an enemy's presence, they usually have at least 20 yards distance between themselves and the enemy -- which is more than enough room to cast an entangle spell and not be caught in it.</p><p></p><p>For mid- to high-level characters and monsters, entangle is no big deal, especially for those characters or monsters who have magical means of locomotion, such as flight or super leaps. But for low-level characters and monsters, entangle <em>is</em> a big deal. While the DC for the saving thow is fairly low, the fact that you have to make a save every round you're in the area of effect can be a bugger. If you fail your save, you suffer a -4 penalty to your Dexterity, a -2 penalty to attack rolls, and spell casting requires concentration checks. For low-level characters and monsters, these can be pretty stiff penalties! Furthermore, you are immobilized; to break lose, you must spend an entire round making a strength check against a DC of 20, which can be daunting to even a fighter with a strength of 18.</p><p></p><p>Even if you do make your saving throw, moving through and out of the area of effect can be difficult, since your movement rate is halved. If the spell is cast in front of you, between yourself and the enemy (which it often is), you could find yourself moving through as much as 80' of entangled area; if you're wearing medium armor, you're going to find yourself having to make at least two saving throws; if you're wearing heavy armor, you're going to have to make at least three saving throws.</p><p></p><p>I don't know... all this is pretty harsh for a mere 1st level spell. Imagine what a handful of organized 1st level mages could do to an encroaching army of orcs, in the woods!</p></blockquote><p></p>
[QUOTE="Azlan, post: 220529, member: 2340"] My players are veteran gamers, and they know better than to cast entangle on an enemy who is less than 40' away. Like I said, a lot of encounters in my campaign take place outdoors. (If this were a typical, dungeon-crawling campaign, then entangle wouldn't be used nearly as much.) Almost always, the group sends the ranger and/or the rogue ahead, to scout the area out. When they spot the enemy from afar (typical spotting distances outdoors are 100+ yards), the player characters regroup and get ready. But even if they are surprised by an enemy's presence, they usually have at least 20 yards distance between themselves and the enemy -- which is more than enough room to cast an entangle spell and not be caught in it. For mid- to high-level characters and monsters, entangle is no big deal, especially for those characters or monsters who have magical means of locomotion, such as flight or super leaps. But for low-level characters and monsters, entangle [i]is[/i] a big deal. While the DC for the saving thow is fairly low, the fact that you have to make a save every round you're in the area of effect can be a bugger. If you fail your save, you suffer a -4 penalty to your Dexterity, a -2 penalty to attack rolls, and spell casting requires concentration checks. For low-level characters and monsters, these can be pretty stiff penalties! Furthermore, you are immobilized; to break lose, you must spend an entire round making a strength check against a DC of 20, which can be daunting to even a fighter with a strength of 18. Even if you do make your saving throw, moving through and out of the area of effect can be difficult, since your movement rate is halved. If the spell is cast in front of you, between yourself and the enemy (which it often is), you could find yourself moving through as much as 80' of entangled area; if you're wearing medium armor, you're going to find yourself having to make at least two saving throws; if you're wearing heavy armor, you're going to have to make at least three saving throws. I don't know... all this is pretty harsh for a mere 1st level spell. Imagine what a handful of organized 1st level mages could do to an encroaching army of orcs, in the woods! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Any Alternate Rules for Entangle?
Top