| SuperParkourio |
You are incapable of movement. You can't use any actions that have the move trait. If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.
So if I wanted to Reposition an ally out of a monster's Grab, would I have to make an Athletics check against the ally's Fortitude DC and then a separate check against the monster's Escape/Fortitude DC? Or would only an Athletics check against the monster be needed?
And suppose instead that I want to use a forced movement spell with a saving throw, such as Acid Grip, to move my ally. Does the ally make the saving throw and take the damage, then I roll a d20 and add my spellcasting attribute modifier and proficiency in my magic tradition, then I compare the result to the Escape/Fortitude DC of the monster to see if the ally gets moved?
| shroudb |
I'd say that an effect first has to move you in order for the check vs the grabber to happen.
So, in the above cases, my answer would be yes to both. First you need a succesful Reposition or a failed save vs Acid grip, to even attempt to "break the grapple".
Although, that then goes into the territory of if allies can waver their Saves vs friendly effects, which in my experience is always based on table variation if the GM allows it or not.
| SuperBidi |
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I'd certainly handle that through a single check. Your ally is not really resisting you so having to make an extra check against them doesn't make much sense.
As a side note, you can also reposition the enemy to get the same effect (the grabbed condition is removed if the grappler moves). So I don't see why it would be more difficult on the ally than it is on the enemy. And the PC should use Acid Grip on the enemy, not on their ally.
| Finoan |
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I vaguely remember seeing something in the rules about if you are taking an action opposed by multiple similar effects that are trying to prevent it, that you should only make one check against the highest DC. Unless the action specifies having to make separate checks like Escape does.
But now I can't find it.
Whether it is RAW or not, it is a good idea to do that. Many people don't have an intuitive understanding of how multiple checks affects probability. It is exponential. If you have a 50% chance of success at each check, having to make two checks means a 25% chance of success overall; having to make three checks means a 12.5% chance of success; having to make four checks means a 6% chance of success - which is approximately equivalent to having to nat-20 a flat check.
| SuperParkourio |
I vaguely remember seeing something in the rules about if you are taking an action opposed by multiple similar effects that are trying to prevent it, that you should only make one check against the highest DC. Unless the action specifies having to make separate checks like Escape does.
But now I can't find it.
Perhaps you are remembering the flat check rules. If multiple flat checks apply, only a single flat check against the highest DC is made.
| zag01 |
zag01 wrote:It's in the Grapple action, not the condition.SuperBidi wrote:(the grabbed condition is removed if the grappler moves).Can you cite that? I can't find it in the rules.
Specifically under the Crit Success and Success descriptions. Thanks, didn't read far enough.
| Finoan |
Perhaps you are remembering the flat check rules. If multiple flat checks apply, only a single flat check against the highest DC is made.
That is very likely.
I still think it is a good idea to apply that concept to other things though. Otherwise you can inadvertently nerf things into probability oblivion that probably should work. Such as Reposition to get an ally out of a grab.
| Eaten by Chyzaedu |
I'd argue that if you have to make a concealment/hidden flat check in addition to an attack roll or saving throw to affect a concealed/hidden target, you should have to make an immobilize check as well as a skill check to, e.g., reposition a creature (ally or not).
If you rule that you can reposition an ally with less effort, that'd be a separate consideration in my mind.
My version of "take the highest DC of multiple flat checks" in this instance would be a creature immobilized by two different effects- in which case only the highest DC check would need to be beaten.