it says an ensnared character cannot move the turns they are ensnared. they can act. if their action is to remove the snare, and it is successful, can they then move, or would the ensnare remove the move for that turn?
ensnare question
Since you can maneuver after an action, you can move after removing the ensnare.
Since you can maneuver after an action, you can move after removing the ensnare.
Sorry , I don't read it like that and have never seen it played like that.
Yes a move is one of many maneuvers, and yes you may move as a maneuver but ensnare says you MAY NOT move the turn you are ensnared.
IF you are ensnared and remove it with your action, its still the same turn. You thus cannot use your maneuver to move that same turn.
The key point is Ensnare is not denying you the maneuver, it is denying you one specific thing within the context of using a maneuver.
Here are all the things you can do with a maneuver......
Aim, Assist, Guarded Stance, Interact with Environment, Manage Gear, Mount or Dismount, Engage/Disengage, Drop Prone / Stand from Prone, Preparation, (EXCEPT THIS---->Move)
enphasis mine
Edited by Atraangelis@Atraangelis
Wrong.
1. Ensnare inflicts the Immobilized status, which prevents you from using any maneuvers (EoTE 156).
As a side note, while it prevents you from using maneuvers, you can potentially still use your action to wiggle or roll around via an Athletics or Coordination check subject to DM approval.
2. Minor point since Ensnare's duration is measured in rounds, not turns, but you're conflating rounds and turns:
Let's take a look at the rules from chapter 6: "An immobilized character cannot perform maneuvers."
And in chapter 5, we have the Ensnare quality.
Okidokie... Y'All win.
I suppose so, but seems to me allowing escaping the same turn as entrapping defeats the purpose of getting slowed down.
Okidokie... Y'All win.
I suppose so, but seems to me allowing escaping the same turn as entrapping defeats the purpose of getting slowed down.
It doesn't defeat the purpose. The ensnared character has to burn his action making a hard athletics check to escape. And at hard it's likely he may not escape, He'll probably burn a destiny point as well, but if he does escape, he can only maneuver.
I suppose so, but seems to me allowing escaping the same turn as entrapping defeats the purpose of getting slowed down.
Not really...you've lost an action. In fact, you're probably on the ground, prone, which means spending a maneuver to get back up. And there is a decent chance you can't get free, so it's not exactly useless.
Edit: super ninja'd!
Edited by whafrogEdit: I was not notified of the above two posts
I suppose you could create force nets / mag shackles / uber-rope that are so hard to escape they increase the standard difficulty or upgrade it or add black dice.
So it looks like the action should be made to untangle ones self to move. I think that's basically what they were trying to setup.