...but is too much for his already weakened state. He falls to the floor unconscious.Â
D:
(Also, it doesnât matter right now because Jin was able to get free anyway but I believe that forcibly moving a creature outside of grappling range (such as with lightning lure) should automatically end the grappled condition without needing to pass any saving throw )
Quote:
The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
I always thought a solid house rule (even if a bit cumbersome) would to make it a contested roll of some sort.
Obviously Misty Step or Vortex Warp effects just work... but...
I'm to believe a Storm Giant with a grappled faerie can't maintain the grapple just because someone used Lightning Lure or Thunderwave on the faerie? That doesn't feel right (even if I admit I'm introducing extra mechanics we probably don't need).
Yeah, the grappling rules are a bit weird/unintuitive... Maybe it would make sense for the grappler (in this case the kelp) to make a strength save against the spellcasters DC?
Gene l, youâre right about second wind. I listed it in Cordeyâs stats as a condition (of sorts), but I forgot to add the HP. That latest stats post is now updated.
oopsylon, I'd say that your Athletics roll allows you to pull Tasya from her grapple and toward Jin for your action, but I don't think you will technically be able to disengage as your action also. So...we'll see if any of the limbs are smart enough to take any opportunity attacks. Theyâre not too bright.
All good! I wasn't sure if pulling Tasya out of the grapple would count as an action or not
I'm just migrating to this OOC thread for my post regarding the medicine check topic...
For one I appreciate, even as a DM, when you guys point things out. I often forget small but important details in the rules like medicine checks of 10 or better stabilizing a downed character. And it is fun to me for roleplaying purposes to include in-game reasons why ones character knows or does something. So, thanks Ma for that and thanks Gene for citing the rules too.
That all said, nice work in that battle everyone. It got dicey there for a while! (And it was the dice rolls that determined who got attacked, not me...so it was indeed dicey.)
I'll let oopsylon get in a post in the game thread before I add a post there.
At least make a Medicine check. Assuming no house rules I'm forgetting, if you get a 10 or higher she stabilises. Also, buy a Healer's Kit. Lol
My medicine isnât great so I was hoping that if I finished off the kelp lurker that would free up Regan to use Lay on Hands, but I should have communicated that
To be fair, at 2 failed death saves I'd at least try. I don't know what your WIS modifier is, but with a +/-0 you have 50/50 odds. Even a +1 gives you a 55% chance. Hell, even if you have a negative modifier, grab an NPC and have them Help you (as in, the help action) and roll with advantage.
I only point this out, because if I get dropped in a fight, well... lol