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Situation:Roland befindet sich auf der Hüpfsteinen und ist diese Runde Stucked, weil er rein gefallen ist.
When you're grabbed you are engaged with the creature grabbing you and you can't move away unless you teleport, somehow pop free first, or successfully disengage. Disengage checks take a –5 penalty unless you hit the creature that is grabbing you the same turn that you're trying to disengage.
Disengaging uses a move action. If you succeed, it's like getting popped free at the start of your move. If you fail, you use up the move action to no effect.
SavesThe save mechanic, a d20 roll with no standard modifiers, handles everything from power recharge to saves against power effects to death saves. There are three difficulty values for saves. If a save doesn't specify what type it is, it's a normal save: 11+. Easy: Roll 6+ on a d20 Normal: Roll 11+ on a d20 Hard: Roll 16+ on a d20There are no standard bonuses to saves, but there are occasional talents, feats, and magic items that provide small bonuses to saves.