STAR TREK 2d20
  1. #1

    Effect with duration ending on a save?

    I can see where you can set a duration for an effect where it will end in X rounds, but I'm not sure how to code that combined with a saving throw at the end of each of the creatures turns?

    For example:

    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

    Does the saving throw have to be tracked and performed manually?

    Thanks!

  2. #2
    Zacchaeus's Avatar
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    Yes, there's no automatic way for a saving throw to be made at the end of a creatures turn; or indeed at any other point in time.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  3. #3

  4. #4
    Quote Originally Posted by Zacchaeus View Post
    Yes, there's no automatic way for a saving throw to be made at the end of a creatures turn; or indeed at any other point in time.
    Death Saves are automatic
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  5. #5
    Zacchaeus's Avatar
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    Quote Originally Posted by deer_buster View Post
    Death Saves are automatic
    Only if you have the option on
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  6. #6
    There are currently a couple of ways for an effect to be triggered automatically, DMGO (ongoing damage) and adding C to the end of an effect to trigger concentration checks when the caster takes damage.

    Using those and the auto-death save effect as guides, it should be possible to write an extension that would cause the system to make a check/save at the beginning or end of a character's turn. Do something like add an E: con 12 to the end of an effect to make a Con save against DC 12 to remove the effect at the end of the creature's turn if they make the save.

    - Robert

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