What if two different things cause the same condition but with different saves and different rider effects. How do you handle it?
For example I use a pipes of Haunting: This causes DC 15 save or be frightened, with another save at the end of every turn. The enemy is "frightened", which is debilitating, but that is all.
So after I frighten some enemies with my pipe, a summoned Demon blasts them with a Fear spell. This is DC 11 and also causes frightened condition, but additionally, while they are frightened by the spell they have to flee and they don't get to save again unless they break line of sight.
If an enemy who is already frightened by the pipes fails a save against the Fear spell how do things progress?
1. Does the fear just overide the pipes and you ignore the pipes going forward? So from here on out it is DC 11, but they can't save until out of sight?
2. Do you continue to roll the DC 15 save against the pipes every turn, even if they are still within sight? And if they make that save are they still frightened by the fear (and running away).
3. If they get out of sight do you roll one time for both effects with a DC 15 or DC 11 do you roll separately for each?
Why this is important:
We are surrounded by a hoard of Hill Giants. My Halfling Bladesinger, Joy, is holding down a choke point on the southern flank against 6 Hill Giants with her summoned Babau Demon named Brahms at her side. Joy has pipes of haunting. We started fighting at about 11:45 PM on Monday, but an unseen benevolent Wizard must have cast TIME STOP since we seem to have been frozen in time and space since midnight Monday evening. I have it on good authority that the TIME STOP is going to expire at 8:00 PM on this coming monday and the fight is going to resume. I am near the top of the initiative and debating my next move and that of Brahms who is, for now at least, still under my control.
For example I use a pipes of Haunting: This causes DC 15 save or be frightened, with another save at the end of every turn. The enemy is "frightened", which is debilitating, but that is all.
So after I frighten some enemies with my pipe, a summoned Demon blasts them with a Fear spell. This is DC 11 and also causes frightened condition, but additionally, while they are frightened by the spell they have to flee and they don't get to save again unless they break line of sight.
If an enemy who is already frightened by the pipes fails a save against the Fear spell how do things progress?
1. Does the fear just overide the pipes and you ignore the pipes going forward? So from here on out it is DC 11, but they can't save until out of sight?
2. Do you continue to roll the DC 15 save against the pipes every turn, even if they are still within sight? And if they make that save are they still frightened by the fear (and running away).
3. If they get out of sight do you roll one time for both effects with a DC 15 or DC 11 do you roll separately for each?
Why this is important:
We are surrounded by a hoard of Hill Giants. My Halfling Bladesinger, Joy, is holding down a choke point on the southern flank against 6 Hill Giants with her summoned Babau Demon named Brahms at her side. Joy has pipes of haunting. We started fighting at about 11:45 PM on Monday, but an unseen benevolent Wizard must have cast TIME STOP since we seem to have been frozen in time and space since midnight Monday evening. I have it on good authority that the TIME STOP is going to expire at 8:00 PM on this coming monday and the fight is going to resume. I am near the top of the initiative and debating my next move and that of Brahms who is, for now at least, still under my control.
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