Today we had a fight with three groups of enemies caught in an entangle spell. The die rolling sucked. Proposed simplification: every enemy in the area is entangled. On a successful save, they manage to leave the area of effect. The save DC is determined by the caster, -1 for every additional four creatures (since some of them will be closer to the edge), +4 for every multiple of your movement speed compared to area of effect radius. Example for 40ft. radius: 50ft. movement = +0, 40ft. movement = +4, 30ft. movement = +4, 20ft. movement = +8.
#RPG #Rules
(Please contact me if you want to remove your comment.)
⁂
Maybe you could use averages?
If you have a bunch of monsters with a +2 reflex save and the DC is 15, then they have to roll a 13 or higher to save. That means 40% of the monsters will save.
– Marco 2009-06-01 07:59 UTC
---
If I take averages I still need to track state: entangled, inside but free, distance from the edge. At the table I did some simplification regarding exact positions but I was still unhappy.
– Alex Schroeder 2009-06-01 08:37 UTC
---
Perhaps next time you should just send them one or two at a time, to keep it manageable. 😄
– Marco 2009-06-01 09:23 UTC
---
That might be one of the cases where a battlemap is useful
– Marcel 2009-06-01 10:32 UTC
---
Yes, it would help track distance from the edge. But it would not help track entangled vs. free, so I would still have to figure out who gets to roll the DC 20 Strength check to break free, and who gets to roll the DC 16 Reflex save to remain free, and all of that for around 10 opponents if I remember correctly.
That’s why I had the idea of using a different mechanic: Essentially I just want to have a spell that gives opponents the entangled condition, and it takes a while to get out. It’s really difficult for them to get out if they are slow, it gets somewhat easier if there are lots of people in the area of effect, since more of the victims will be closer to the edge. Creatures with better Dexterity have their bonus figured into the Reflex save, so no need to have a separate Escape Artist roll. The only drawback right now is that strong creatures don’t get to break out that easily. But other than that, I just need to roll a die per victim trapped in the area of effect, and if they make their roll, they’re free and outside. That’s the kind of simplification I want. I do wonder whether the spell is still as strong as I’d want it to be.
– Alex Schroeder 2009-06-01 10:45 UTC
---
Similar spells with too much die rolling in need of simplification: confusion, web. I much prefer something simple such ’save every round or attack your nearest ally’ for confusion for example.
– Alex Schroeder 2009-06-01 11:35 UTC