Web


Combat & Magic


I've gotten together a small playtest group for Pathfinder;
we've got a wizard, rogue, and fighter. Been fun thus
far, but it looks like Web got nerfed (which is probably OK,
really). Not sure how it works now though- do you need to
make a save when you are in the Web area even if it's not
on the round is was cast? I certainly hope so, as I don't
want giant magic spider webs to be something you can just
walk through.


Well, you can't "just" walk through it since it's difficult terrain. But I think the idea is that you don't have to make a save when you enter the web.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Crap, web came up last week and we forgot that it had been converted and used the old 3.5 version!


hogarth wrote:
Well, you can't "just" walk through it since it's difficult terrain. But I think the idea is that you don't have to make a save when you enter the web.

If that is the idea, I hope they change it for the Beta. Difficult

terrain isn't enough.


Patrick Baldwin wrote:
If that is the idea, I hope they change it for the Beta. Difficult terrain isn't enough.

It's definitely much, much weaker than the old version, but it's only a 2nd level spell after all; it shouldn't be too powerful.

What do you think a good compromise would be?


hogarth wrote:
Patrick Baldwin wrote:
If that is the idea, I hope they change it for the Beta. Difficult terrain isn't enough.

It's definitely much, much weaker than the old version, but it's only a 2nd level spell after all; it shouldn't be too powerful.

What do you think a good compromise would be?

I always thought it was ridiculously difficult to get through. Even in 1st edition a storm giant could only move through 10 feet per round. the result was it was one of those spells that was too imbalanced and never got used in our games. Looking forward to using it again.

2nd level spell, massive area effect, what do you want from it?

for mine a bit of entangling, some movement and sight restriction seems pretty balanced- (i dont have the prpg version in front of me)


This isn't exactly in keeping with the mental image of a "web" but:

A decent solution IMO would be one check per person. When you enter the area of effect you make a check (reflex? grapple? escape artist? am unsure of the new CMB stuff so will leave that to ya'll).

If you pass, the Web doesn't effect you. If you fail then it does. Subsequent rounds let you make checks to get free (maybe each round gives you a +1 bonus to your check? wigglin and such weakening the webs?). Once you are free you are free- that casting of the spell no longer effects you. Attempting to help someone else get free though would once again invite the spell's effect upon yourself.

This keeps Web as a strong 2nd level spell without making it entirely useless.

-S


Half-speed movement through a Web if you pass the save actually sounds quite fair to me (i.e., it's "difficult terrain"). It was always a very over-powered spell, now that you mention it.


hogarth wrote:
Patrick Baldwin wrote:
If that is the idea, I hope they change it for the Beta. Difficult terrain isn't enough.

It's definitely much, much weaker than the old version, but it's only a 2nd level spell after all; it shouldn't be too powerful.

What do you think a good compromise would be?

Not entirely sure, but I'd perfectly happy with it as is, as long

as you needed to save each time you entered the Web's area of effect.

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