Entangle cast in difficult Terrain


Rules Questions

Grand Lodge

So have a rules question that came up and I am pretty sure that it goes a certain way but looking for clarification or even FAQ that leads to it.

Party is in Difficult terrain (bog) and had Entangle cast on us. Does the difficult terrain penalty create a further slow down since we are already in difficult terrain. My thoughts were that it is already difficult terrain and that those penalties would not stack. I know that Darkness and other affects stack but would this case.

Liberty's Edge

No, you're just in difficult terrain.

Liberty's Edge

Entangle doesn't create difficult terrain. It gives the Entangled condition.

Entangle wrote:
Creatures that fail their save gain the entangled condition.
Entangled wrote:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.


Actually entangle does cause the area to be considered difficult terrain. This is a secondary effect that mainly affects those that make there saving throw. Since difficult terrain slows a character down this may cause a target that made the initial saving throw to have to make another saving throw if they are unable to escape the area.

This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

The rules for hampering movement do state to multiple all additional costs that apply. Since difficult terrain does is there from two different sources it could be taken that it is applied twice. That would mean that movement through an area that was already difficult terrain that is affected by entangle would cost x4 movement.

If more than one hampering condition applies, multiply all additional costs that apply. This is a specific exception to the normal rule for doubling.

Liberty's Edge

Generally, in Pathfinder, multipliers are additive, not multiplicative with each other.

CRB wrote:
Multiplying: When you are asked to apply more than one multiplier to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a ×2 multiplier twice, the result would be ×3, not ×4.


Diego Rossi wrote:

Generally, in Pathfinder, multipliers are additive, not multiplicative with each other.

CRB wrote:
Multiplying: When you are asked to apply more than one multiplier to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a ×2 multiplier twice, the result would be ×3, not ×4.

Except the rules for halving speed (what difficult terrain does) do multiply, i.e. two halvings make you move at a quarter speed. There was a long discussion about this in a 5ft stepping out of a grease spell (although the focus there was if grease qualifies as difficult terrain.

In either case, there's no rules for something becoming "double" difficult terrain, its simply difficult terrain or it isn't and other speed penalties can apply. Difficult terrain just makes the squares themselves cost double movement, not affects your speed.


Diego Rossi wrote:

Generally, in Pathfinder, multipliers are additive, not multiplicative with each other.

CRB wrote:
Multiplying: When you are asked to apply more than one multiplier to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a ×2 multiplier twice, the result would be ×3, not ×4.

Multipliers to die rolls are additive. Movement through difficult terrain, slow effects, etc are not a die roll.


Entangle wrote:

Entangle

School transmutation; Level druid 1, ranger 1, shaman 1; Domain plant 1; Elemental School wood 2

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range long (400 ft. + 40 ft./level)
Area plants in a 40-ft.-radius spread
Duration 1 min./level (D)
Saving Throw Reflex partial; see text; Spell Resistance no

DESCRIPTION

This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

Entangled Condition wrote:

Entangled

The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Exploration & Movement wrote:

Tactical Movement

Tactical movement is used for combat. Characters generally don’t walk during combat, for obvious reasons—they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.

Hampered Movement: Difficult terrain, obstacles, and poor visibility can hamper movement (see Table: Hampered Movement for details). When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.

If more than one hampering condition applies, multiply all additional costs that apply. This is a specific exception to the normal rule for doubling.

In some situations, your movement may be so hampered that you don’t have sufficient speed even to move 5 feet (1 square). In such a case, you may use a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it’s not, and thus it provokes attacks of opportunity normally. (You can’t take advantage of this rule to move through impassable terrain or to move when all movement is prohibited to you.)

You can’t run or charge through any square that would hamper your movement.

The difficult terrain from the Entangle Spell and the difficult terrain from the Bog itself would both stack, and Double in fact, and if more difficult terrain is added, it can actually stack so high that it can reduce your movement to effectively 0, as to the point where you have to spend a Full Round Action to move 5 ft and it provokes AoO like taking a 30ft Move Action would.

So it would Double for each Difficult Terrain, Obstacle, or Visibility hampering effect that is affecting your Movement. It would go Half, Quarter, Eighth, Sixteenth, etc. Even after your Movement Speed has reached 0, you would still need to track how many Movement Hampering effects are affecting you, because each Hampering effect will "fall off" at different times.


I don't see anything that lets instances of difficult terrain stack with each other, though. It's not a modifier or a gradient; it either is or is not. If something is, five times over, it still just is.

If a square of difficult terrain is suddenly treated as difficult terrain...well, it already was so. Nothing changes.

The hampered movement of difficult terrain and the entangled condition obviously stack, though. So that's 1/4 speed, effectively.


Exploration & Movement

Exploration & Movement wrote:


Table: Hampered Movement Condition Additional Movement Cost
Difficult terrain ×2
Obstacle* ×2
Poor visibility ×2
Impassable —

* May require a skill check

Exploration & Movement wrote:


If more than one hampering condition applies, multiply all additional costs that apply. This is a specific exception to the normal rule for doubling.

In some situations, your movement may be so hampered that you don’t have sufficient speed even to move 5 feet (1 square). In such a case, you may use a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it’s not, and thus it provokes attacks of opportunity normally. (You can’t take advantage of this rule to move through impassable terrain or to move when all movement is prohibited to you.)

You would effectively double the movement reduction for each condition that exists on the Hampered Movement table.


But...
Difficult terrain due to ice.
Difficult terrain due to undergrowth.
Difficult terrain due to loose sand.
Difficult terrain due to large rocks.

Even if all of these exist at once,

A snowy overgrown sandy rockpatch.
It's still just: "difficult terrain"

And it halves your speed.

I think this is what Quixote is referring to as difficult terrain not stacking with itself.


Difficult Terrain from multiple sources stack


Linking to another discussion isn't proof of anything.

Spiked growths speed reduction is not a type of difficult terrain, it's an injury that slows you.

Difficult terrain is ONE type of movement hampering. It's either difficult terrain or it's not. There is no such thing as doubly difficult terrain.


Ryze Kuja wrote:
Difficult Terrain from multiple sources stack

Says who? The thread you linked just quotes the same thing you did here, that multiple "hampering conditions" stack. But is that referring to conditions like entangled and difficult terrain, or conditions like difficult terrain (via the Entangle spell) and difficult terrain (via regular ol' environmental rules)?

From my reading, difficult terrain does a singular thing. It just *is*.

Are there any instances of a square being difficult terrain multiple times? I don't know of any.
Plus, I mean, that's what very difficult terrain is for. And if anything, wouldn't there be some kind of wording as to difficult terrain being "upgraded" to very difficult terrain or something?

A tangential example: if an area under the effects of high heat or extreme cold or whatever was targeted by a spell or effect that produced those exact acne effects, would there now be two instances of those effects? It just doesn't seem likely or reasonable. But I'm definitely open to any hard evidence to the contrary.


The linked thread doesn't even use multiple sources of difficult terrain or mention anything related to different sources of difficult terrain stacking, just multiple effects that hamper movement.

You can't make difficult terrain into super difficult terrain, because super difficult terrain isn't a thing that exists in pathfinder. A square is either difficult terrain (in which case it doubles movement cost as per usual), or it's not.


Proof:

Difficult Terrain
Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs, hampers movement. Each square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. You can’t run or charge across difficult terrain.

PAY ATTENTION HERE

If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow.

Only the most difficult applies.
They do not stack.


It actually doesn't say that, movement hampering comes from more than just difficult terrain. You can get hit by a tanglefoot bag, be debilitated by a rogue, be blinded, and walking through slippery terrain (which again apparently doesn't count as difficult terrain when it says "halves your speed") and also be in difficult terrain, which collectively 1/32nd's your movement speed, but just because the terrain is craggy and coated in 6 inches of snow doesn't mean the difficult terrain quarters your speed alone.


Yes, but a Tanglefoot Bags give the target the Entangled condition, which is not in any way difficult terrain.

All hampered movement from difficult terrain is from the same source and does not stack. Difficult terrain is difficult, not double difficult, or triple difficult... just difficult.

If you have multiple sources hampering you movement, then sure, they stack.

But all difficult terrain, is still just one source of hampered movement.


Slippery terrain doesn't slow you either, it just requires an acrobatics check.


Traveling at more than half speed on a slippery surface is an acrobatics, but otherwise you are at half speed. And yes, tanglefoot bags entangle you (but don't necessarily pin you in place). My point is that the rule about stacking penalties doesn't refer at all to difficult terrain, it just refers to if all the penalties make it so you couldn't make it even 5ft with a double move, you can still provoke and go 5ft as a FRA.


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The question from the OP was if difficult terrain stacked with difficult terrain from a separate source.

The answer is no.

There are other things that do slow you down and those effects are multiplied, but that is not the question.


Ryze Kuja wrote:

Exploration & Movement

Exploration & Movement wrote:


Table: Hampered Movement Condition Additional Movement Cost
Difficult terrain ×2
Obstacle* ×2
Poor visibility ×2
Impassable —

* May require a skill check

Sorry, just saw this part. And I feel like it's fairly damaging to your claim.

We know that different "hampering conditions" stack. But in the list you provided, "difficult terrain" is only listed once.
So if you're trudging through a bog, in the fog, over a log, that's difficult terrain, an obstacle and poor visibility. Halved, quartered, eigth'd. And if you somehow gained the entangled condition (preferably due to something that ends in -og), that would be sixteenth'd.
But if you're walking through heavy snow in a rocky-swampy-icy forest , that's just difficult terrain four times. And the table you provided says that difficult terrain halves movement. Or rather, that movement costs double.
*Thelith wrote:
Proof: ...If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow.

Gah. I forgot any that passage. I was looking all this up for my primitive arctic survival game and wondering if a blizzard in a dense forest was too mean. But I think you've put a pretty firm lid on the OP's question with this one.


Fog is visibility so that would reduce movement also.

Ice would require acrobatics checks.

Obstacles could do both.

So a blizzard (visibility) covering the ground in 3ft of snow (difficult terrain) with unseen large boulders under the snow (obstacles) would require 2 * 2 * 2 more movement per square to move.

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