Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
Actually it's not only the web but other spells as well. My point is, should the save happening at the enemy's turn(which checks if a webbed enemy escape) trigger at the start of its turn or end of the turn? If it's the previous, it gets two chances making the save before it can be locked on the ground.
Web is a little weird, in that even if they pass their save they still get slowed. Not sure how many saves they make for it specifically, but I suspect it's based on movement because I have noticed that if the initial save is passed they'll walk out and occasionally fail a save to be held while walking through it.
So probably something like an initial save versus the spell, then another save every 'x' units of movement through it. If I pass the initial save on web, I don't seem to make any more saves against it unless I try to move out of it without a jump.
The problem right now it's that log doesn't show all rolls and web was one of those...so it's hard to know. Maybe they fixed the log already... not sure on that cos i haven't played the game since the druid release. i think normally they need to make save at the start of thier turn if they are already in webed for whatever reason... And most of the time they will succeed! This is why they can just walk away and the slow doesn't do much due to the tiny size of normal web...
Unless stated otherwise by the spell. Web specifically is at the start of turn. But hold person is at end for example.
Enemies save from damage whenever it is applied which is often at the start of turns.
But crowd control effects are supposed to be saved at end of turn.
I believe MoonBeam is another issue and apparently bugged. By original design,It triggers only at the start of enemy turns, not the time it is fired or moved. The way it is implemented now just let MB doing double damages; one at fire; another trigger when the enemy start its turn.
I guess part of the reason is the web check only triggers when the enemy is webbed. So if the enemy get caught when the spell is fired, it get another chance when its turn comes(at the start of turn); but if it hasn't get caught the check is made later(at the end of turn). That means the enemies have to fail twice in consecutive order to get actually webbed.
Oh thanks. From the description, web should be checked at the start of enemy turns, not when the spell is cast. But now how it acts is that the check is made when being fired; but those get webbed is given another chance at the start of its turn while those haven't get webbed don't receive the necessary check at the start of their turn. That means the enemies have to fail twice to get caught.
Haven't thoroughly test all spells but I guess many spells don't have their condition checks at the end of enemy turn as it should be, like the color spray, which make it pretty pointless.
Just make a test, hold person is also checked at the start of the enemies turn, which means they have to fail the save twice to be hold. oh craps.......
Agreed, I've made posts about how Moonbeam is dealing double damage and it is pretty OP.
Still, it at least shows us that SOME spells save at the beginning of their turn, even if that really makes the spell description a bit confusing.
Blade ward is another case that's a bit confusing with duration. If you're already in combat, it takes an action. If you're not in combat, but you're stealthed in an area near the combat, it basically costs no action and you get two turns of it.
Janky.
5e Web doesn't work like spike growth; actually the save check happens at the start of each enemy turn(dexterity check 1st and then strength check) if it stay in the area and it cost an action trying to break free.
Take a look at hold person; and it does take two fail saves to hold the enemy. The first check is when the spell cast. The second is at the start of enemy turn. Even if you successfully hold the enemy when casting the spell, if the enemy successfully make the save check at the start of its turn, it breaks free and don't even lose a turn.
That's why I say it takes two saves to let the enemy actually get hold for one turn.
The check should be made at the end of enemy turn, not at the start of its turn.
Web is another story; the Dev wrongfully mark it as a fire trigger spell(Moon beam has similar issue); and those in the web area doesn't seem to receive the web check as they should unless they are already webbed, which give them another chance to break free and act normally. That's why I say it takes two saves to let the enemy actually get caught for an entire turn.
Spell like color spray is worse. Since it only lasts for one turn, if the check is make at the start of targets turn, they lose the condition right away at their turn and don't get hindered by the spell at their turn at all.
You can test the spells to observe what happen if the enemy fail the save when spell cast but successfully make the save at the start of its turn, then you will see what I mean. To make it clearer, don't bring the companions but do it solo, it will be more obvious.
"Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained."
A quote from the handbook. I will let you interpret what "should" mean here.