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D&D 3E
Ok, this is the situation. The sitiation I am hoping for at least.… 
6th-Sep-2004 12:42 pm
Wise Monkey
Ok, this is the situation. The sitiation I am hoping for at least.

Party fails it's spot check, so it does not see this rope net up on the ceiling. Combat starts, net falls, what happens then? I mean, what are the stats of the net? What are the penalties of being netted? It would just be a rope net. If anyone can help out here, it would be greatly appreciated. Or just drop some dm help for how to go about that part of combat. This is the first game I have ever dmed, so any hints or anything you could give would be greatly appreciated.
Comments 
6th-Sep-2004 09:55 am (UTC)
It depends on what the rope's made of, how well it's made and how effectively it lands on the players.

In other words, don't stress the small stuff. Just go with what feels right. I think you should fire arrows from under a net with barely a -1 or -2 - but swinging an axe around might be -4 or -5.

I wouldn't count on the players to fail spot rolls either. :)
6th-Sep-2004 11:31 am (UTC)
Well, we are still level 3 char, will be four by the time they get to this room, and there will be a horde of goblins on the far side of the room comming at them, so that way I can put up the DC of the spot check, because they have more pressing things to attend to than looking all around the room for a net or something.
6th-Sep-2004 10:45 am (UTC)
Nets are mentioned in the "Traps" section of the SRD, for example...

Large Net Trap: CR 2; mechanical; location trigger; manual reset; Atk +5 melee (see note); Search DC 20; Disable Device DC 25. Note: Characters in 10-ft. square are grappled by net (Str 18) if they fail a DC 14 Reflex save. Market Price: 3,000 gp.
6th-Sep-2004 01:02 pm (UTC)
When in doubt, go stock, so SparkyMark has it exactly right.

However, if your'e feeling creative, just decide;

I'd do things like this:

If you've imagined the net is big enough to fall all over everyone, but there's some room where a person could conceivably not get caught by the net, then allow a reflex save.

The penalty for being under the net is that you are immobilized (can't move) and lose all dex bonuses to AC, are considered flat footed, etc. Spellcasters could only use spells that didn't have any somatic components, maybe. Strong character could try a burst check against DC 20. Dextrous characters could go for escape artist against DC 20. Some characters might try and cut their way out of the net- (say it has an AC of 12 and a character would have to do 8 hp to free himself only- so conceivably a weak commoner with a dagger would take at least three rounds to free himself. Adventurers presumably would be out in 1 round.)

I'd probably use that as an ambush point as well, and then have goblin archers or possibly a spellcaster or something fire down on the party (preferably from a height, and behind 50% cover), and maybe arrow slits along an alley of escape so you have a rolling ambush going.

But then, my players act like a SEAL team, so I have to do things like that. Sounds like a great encounter.
6th-Sep-2004 03:06 pm (UTC)
Spellcasters can cast spells with a concentration check DC (15+ spell level
7th-Sep-2004 07:35 am (UTC)
I'm gonna have to go with sparky and the never on this one, but I'd like to add a few things. Just go with what feels right and makes the combat more dramatic/fun/whatever you're going for, and it'll all work out fine. Your upping the spot check is great, and you could do it even more with the rationale that goblins, being filthy little buggers, are pretty damn good at making traps and concealing them, perhaps twining in some cave moss with the rope or what have you. If your players are REALLY crafty, you should certainly consider what happens with torches when the net falls. After all, it could knock the torch out of hand and put it out, or perhaps start a fire in the net (heheh, fire damage is fun), or--if the players keep their hands on it--provide an easy way out.

Just a thought: how about a weighted net, like a really heavy one? You could, potentially, have a net heavy enough to merit a knockdown roll, making things just that much more dangerous. Or even a net made of vines, which the local goblin shaman can then cast entangle on. The possibilities are endless.
8th-Sep-2004 04:22 pm (UTC)
Or the local goblin shaman could just cast entangle on the ground, removing the need for a net in the first place.
8th-Sep-2004 04:25 pm (UTC)
then there is no penalty to fighting. no, in this case, I want a net.
7th-Sep-2004 10:25 am (UTC)
I would make sure the players have at least a chance to spot the net (maybe not a very good one, but a chance) - and I would leave sufficient room on all sides of the net to allow for a reflex save. You're the DM, and how you run your game is up to you, but your players will probably react better if they don't feel railroaded. In other words, go ahead and plot diabolically to trap them, but do give them at least a chance to avoid the trap. Maybe have a backup plan for the goblins to deal with any players who do escape the net. (Spellcasters, archers, secondary traps...)

I think using the standard rules quoted above should be fine - and considering what will happen to their light source is an excellent point, too. Of course, most of the parties I deal with regularly spend the extra cash for sun rods...but if yours doesn't, that's their problem :-)! There's also the chance that a dropped torch could set the net on fire...making getting out of it a potentially more urgent issue.
8th-Sep-2004 11:16 am (UTC)
Well, I never inteded for EVERYONE to get caught under the net. Just a 20ft net in a 60ft room. And yeah, they *could* see the net with a spot check, it is just not very bloody likely, and I have it writen in my notes that 'the net gets first initiative, and falls if there are ever two or more creatures in the squares under it.'
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