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ramon09
December 29th, 2020, 00:41
Hello All,

I'm trying to do some items wit custom effects that remains for several rounds until creature success on a Saving throw,

I'm having some trouble understanding the syntax for the effects I have to remain on each round, could anyone help me with this?

I'm trying to have the effects on items that PCs can use.

Zacchaeus
December 29th, 2020, 01:08
There is no automatic way to remove effects on a successful saving throw. It has to be done manually.

ramon09
December 29th, 2020, 03:04
There is no automatic way to remove effects on a successful saving throw. It has to be done manually.

Oh, I can see, so apart from that, the effects can be added automatically as poison dagger effect or similar effects included on items right?

MrDDT
December 29th, 2020, 06:23
You can do what you talking about with this ext. Works great.

https://www.dmsguild.com/product/312720/Fantasy-Grounds-Ongoing-Save-Effects

example is:
Hold Monster; Paralyzed; SAVEEND: WIS DC 15; (C)

The monster will be paralyzed until it makes a WIS save vs DC 15, this is a concentration spell, so if the caster fails a concentration check or drops it, the effect/spell will fall off.

It explains how to do it in the link I gave you.

Zacchaeus
December 29th, 2020, 09:44
Oh, I can see, so apart from that, the effects can be added automatically as poison dagger effect or similar effects included on items right?

No, effects are never automatically applied. If an actor gets hit by a poisoned weapon they may then have to make a saving throw and if they fail the poisoned condition will need to be applied manually. FG avoids applying things automatically because there are so many exceptions possible in 5e. The target may be able to cast some spell or have some ability which allows for a save to be rerolled for example or another actor might be able to cast a spell that allows them to not become poisoned. So rather than have to undo something which happens automatically the automatic thing just doesn't happen.

ramon09
December 29th, 2020, 17:05
No, effects are never automatically applied. If an actor gets hit by a poisoned weapon they may then have to make a saving throw and if they fail the poisoned condition will need to be applied manually. FG avoids applying things automatically because there are so many exceptions possible in 5e. The target may be able to cast some spell or have some ability which allows for a save to be rerolled for example or another actor might be able to cast a spell that allows them to not become poisoned. So rather than have to undo something which happens automatically the automatic thing just doesn't happen.

oh ok, I got it now I misunderstood