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Web Spell's Use and Proposed Adjustments

by Tomás Sánchez

Reflecting on my experiences both as a player and as a game master, I have consistently seen the second-level spell "Web" used to completely immobilize enemies, who were then stabbed repeatedly until death without any chance to defend themselves. This use has been a common practice endorsed by many, including myself, as a game master. Winning initiative with this spell has, until now, meant the immediate incapacitation or even death of opponents, without a saving throw and regardless of their level, which seemed disproportionate compared to other spells or prayers that included limitations related to the experience or hit points of the characters or creatures targeted.

In my current campaign, where I pay close attention to balance and often question myself things that I previously took for granted, I am considering introducing some adjustments:

Damage Threshold: Establishing a maximum amount of damage the web can sustain before breaking. This threshold could be based on the level of the spellcaster (i.e., 10 times their level). Thus, each attack that impacts the web, whether from a weapon or another spell, would contribute to the captive's liberation. This adjustment would compel the caster to choose between taking advantage of the immobilization or inflicting additional damage on their prisoner, even at the risk of releasing them.

Weapon Entanglement: Considering the possibility that weapons might become trapped in the web when used to attack through it. A simple Dexterity check would determine if the weapon gets trapped. If the roll fails, the weapon would become stuck under the same conditions as the captives. If this approach still proves to be advantageous, we could assume that the weapon becomes immediately trapped upon hitting the captive.

Which do you prefer? Do you have other suggestions that have worked well in your games?