View Full Version : How to force a save throw on being hit?
Peanakka
September 3rd, 2020, 02:17
Hello all,
I'm trying to write a poison or spell (In the Spell/Ability effect) that will force a saving throw after being hit and if possible remove said effect (long shot). I've used Wounded and Hit but doesn't seem to trigger it. Any help would be accepted. I'm also using https://www.fantasygrounds.com/wiki/index.php/5E_Effects#Reference as reference. Thanks in advance
Peanakka
September 3rd, 2020, 17:16
After much reading and trial attempts there would seem to be no way to automate a save throw on a creature who is under the effect like charm to auto roll a save. Only the 'caster' who threw out the charm is automated with a save once damaged.
LordEntrails
September 3rd, 2020, 18:22
That's my understanding as well. There might be some folks who have come up with something creative, but not that I'm aware of.
Granamere
September 3rd, 2020, 22:55
What about putting a (C) on the cast effect? That would put a concentration check on the person with the effect. It is something not exactly what you want.
Peanakka
September 4th, 2020, 17:52
Indeed, I tried that as well (the (C) is enforced by the caster, not the target). That did give me a few extra ideas but no outcome. It would be nice to impose a save DC when you hit someone that's charmed but when I think about it (coding wise) it can get real finicky. Maybe an extension will be made :)
Granamere
September 7th, 2020, 15:09
I was thinking more of inside of the effects. like this. I have been testing it out and it does not seem to work. Still playing with it. If I figure something out I will let you know.
39139
Peanakka
September 8th, 2020, 15:52
I'm pretty sure it'll need to be hard built into the code. I even tried to copy monsters abilities/spells (like the mindflayers dominate person/monster) and it still doesn't autoroll save on the person who's 'charmed'. Maybe in a future version or full unity. Thanks for helping and helping me think outside the box.
selocon
September 9th, 2020, 15:02
I think the point of non-auto rolling it is simply because there can be other ways on your turn to get rid of the effect. My Monday Night game, I (the wizard) and the Barbarian were caught in an AoE from a Void Dragon that restrained us. I just Misty Stepped out of the AoE and the effect was gone. Considering there are almost always secondary ways to remove an effect, auto-rolling could hurt some of those. Also, there's also abilities/spells that are reactions, I've made one that says "when you are forced to make a recurring save" which isn't coded in, so it wouldn't work if auto-roll was a thing.
There's also a thing of just dropping the initial save on the person every time it's triggered, and modifying accordingly.
ColoradoGM
June 28th, 2023, 20:03
(3 years later....) Better Combat Effects Gold includes the SAVEONDMG: XX CHA (R) syntax, where XX is the DC and CHA is the characteristic (not necessarily Charisma :p ) and (R) means remove on successful save.
GunnarGreybeard
June 30th, 2023, 16:17
(3 years later....) Better Combat Effects Gold includes the SAVEONDMG: XX CHA (R) syntax, where XX is the DC and CHA is the characteristic (not necessarily Charisma :p ) and (R) means remove on successful save.
Actually, I'm glad you necro'ed this. I'm seriously thinking about getting Better Combat Effects Gold and this help influence that decision. :D
Griogre
June 30th, 2023, 17:54
I will give a +1 to Better Combat Effects Gold. It really deals with all the timing issues with spells and actions in 5E and adds a lot of general flexibility. Of all the extensions out there I really wish Smiteworks should include this in CoreRPG and the 5E ruleset ASAP.
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