The 2024 version is seriously nerfed or is that my imagination? Dropping the target to 0 movement is pretty powerful, but they get all of their movement back at the start of their nest turn. Doesn't seems nearly as useful as before.
So the speed reduction now is no longer contingent on taking the 1 damage, meaning that creatures with some form of piercing damage immunity (moderately common) are now no longer immune to the speed reduction. Yes, the reduction lasting until the start of the creatures next turn may seem like a nerf compared to "until the creature regains at least 1 hit point", but that's overlooking the massive improvement to the speed reduction. A 10ft reduction scales inversely with the total speed the creature has; 33% for a creature with 30ft, but 16% for 60ft speed, and 11% for 90 ft speed. But reducing to 0 = 100% reduction in all scenarios. Then there's the added benefits of reducing a creature to 0 speed, such as them not being able to get up from prone, etc
The simple fact an enemy can’t just power through the obstacle makes it much more effective as a delay, given how rare and typically impractical chases and kiting are.
Well let's see. Few creatures heal mid-combat. Most have a movement of 30-40.
Presuming they fail the Dex save:
-10 movement would reduce the target to 20 then 20 then 20 until healed over the course of three turns.
OR
-all movement stops and the target moves 30 then 30 then 30 over the course of three turns.
Except what does 20 get you? If you're a ranged then you should already have the distance to kite if it's possible, and for the vast majority of melee builds you still can't kite to 25 ft from a creature and still attack every turn, plus you're provoking AoO's.
Well let's see. Few creatures heal mid-combat. Most have a movement of 30-40.
Presuming they fail the Dex save:
-10 movement would reduce the target to 20 then 20 then 20 until healed over the course of three turns.
OR
-all movement stops and the target moves 30 then 30 then 30 over the course of three turns.
Let's assume the following;
We're going to evaluate three difference creatures with speeds of 30, 60, and 90 feet
The creature moves 15 feet before entering the caltrop filled space
The creature fails the save
The creature has no access to healing
The creature gets 3 subsequent turns after failing the save.
For a 30 ft speed creature, it's loss of speed over the total of 4 turns is 30 ft (2014) vs 15 ft (2024)
For a 60 ft speed, it's 30 ft vs 45 ft
For a 90 ft speed, it's 30 ft vs 75 ft
So yeah, for slower creatures the RoI on caltrops is lower, not factoring in the mechanical impact of 0 speed vs a reduced speed. But once you start creeping up monster speeds, the RoI improves significantly
Well let's see. Few creatures heal mid-combat. Most have a movement of 30-40.
Presuming they fail the Dex save:
-10 movement would reduce the target to 20 then 20 then 20 until healed over the course of three turns.
OR
-all movement stops and the target moves 30 then 30 then 30 over the course of three turns.
Any creature entering the 5-foot-square area of Caltrops must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage, which also reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. So if the creature has a Speed of 30 feet, it now has 20 until healed.
Well let's see. Few creatures heal mid-combat. Most have a movement of 30-40.
Presuming they fail the Dex save:
-10 movement would reduce the target to 20 then 20 then 20 until healed over the course of three turns.
OR
-all movement stops and the target moves 30 then 30 then 30 over the course of three turns.
Any creature entering the 5-foot-square area of Caltrops must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage, which also reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. So if the creature has a Speed of 30 feet, it now has 20 until healed.
Regardless of creature's Speed, it's reduced only by 10 feet;
Turn 1 = Speed 30/60/90 - 10 feet
Turn 2 = Speed 30/60/90 - 10 feet
Turn 3 = Speed 30/60/90 - 10 feet
Turn 4 = Speed 30/60/90 - 10 feet
****HEAL****
Turn 5 = Speed 30/60/90
I think you might be looking at only the legacy 2014 version of this item. In the 2024 version it works differently and there is no longer any mention of a reduction of Speed by 10 feet. The OP seems to be disappointed by how this item has changed for the 2024 ruleset.
I think you might be looking at only the legacy 2014 version of this item. In the 2024 version it works differently and there is no longer any mention of a reduction of Speed by 10 feet. The OP seems to be disappointed by how this item has changed for the 2024 ruleset.
I know hence why i answer it in post #2
The one you quote is reply to a post specifically refering to speed reduction, which is 2014 version.
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2014 https://www.dndbeyond.com/equipment/30-caltrops-bag-of-20
2024 https://www.dndbeyond.com/sources/dnd/phb-2024/equipment#Caltrops1GP
The 2024 version is seriously nerfed or is that my imagination? Dropping the target to 0 movement is pretty powerful, but they get all of their movement back at the start of their nest turn. Doesn't seems nearly as useful as before.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
While Caltrops no longer reduced movement until you regain HP, it also no longer can be bypassed by moving through the area at half speed.
So the speed reduction now is no longer contingent on taking the 1 damage, meaning that creatures with some form of piercing damage immunity (moderately common) are now no longer immune to the speed reduction. Yes, the reduction lasting until the start of the creatures next turn may seem like a nerf compared to "until the creature regains at least 1 hit point", but that's overlooking the massive improvement to the speed reduction. A 10ft reduction scales inversely with the total speed the creature has; 33% for a creature with 30ft, but 16% for 60ft speed, and 11% for 90 ft speed. But reducing to 0 = 100% reduction in all scenarios. Then there's the added benefits of reducing a creature to 0 speed, such as them not being able to get up from prone, etc
Find my D&D Beyond articles here
The simple fact an enemy can’t just power through the obstacle makes it much more effective as a delay, given how rare and typically impractical chases and kiting are.
Well let's see. Few creatures heal mid-combat. Most have a movement of 30-40.
Presuming they fail the Dex save:
-10 movement would reduce the target to 20 then 20 then 20 until healed over the course of three turns.
OR
-all movement stops and the target moves 30 then 30 then 30 over the course of three turns.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Except what does 20 get you? If you're a ranged then you should already have the distance to kite if it's possible, and for the vast majority of melee builds you still can't kite to 25 ft from a creature and still attack every turn, plus you're provoking AoO's.
Let's assume the following;
For a 30 ft speed creature, it's loss of speed over the total of 4 turns is 30 ft (2014) vs 15 ft (2024)
For a 60 ft speed, it's 30 ft vs 45 ft
For a 90 ft speed, it's 30 ft vs 75 ft
So yeah, for slower creatures the RoI on caltrops is lower, not factoring in the mechanical impact of 0 speed vs a reduced speed. But once you start creeping up monster speeds, the RoI improves significantly
Find my D&D Beyond articles here
Any creature entering the 5-foot-square area of Caltrops must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage, which also reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. So if the creature has a Speed of 30 feet, it now has 20 until healed.
Regardless of creature's Speed, it's reduced only by 10 feet;
Turn 1 = Speed 30/60/90 - 10 feet
Turn 2 = Speed 30/60/90 - 10 feet
Turn 3 = Speed 30/60/90 - 10 feet
Turn 4 = Speed 30/60/90 - 10 feet
****HEAL****
Turn 5 = Speed 30/60/90
and also:
I think you might be looking at only the legacy 2014 version of this item. In the 2024 version it works differently and there is no longer any mention of a reduction of Speed by 10 feet. The OP seems to be disappointed by how this item has changed for the 2024 ruleset.
I know hence why i answer it in post #2
The one you quote is reply to a post specifically refering to speed reduction, which is 2014 version.