sasaki
September 1st, 2021, 19:22
Hello!,
I'm new to Fantasy Grounds but have been playing 2E AD&D since the 80's. In one of the Dragon Magazines long ago, they had a great article called something like "Good Hits and Bad Misses" that had tables of effects for critical hits/fumbles. They were like the Players Option critical hits, but I think a bit more detailed. In addition, the chances of a natural 20 being a critical was not fixed, but based on the difference between AC hit and actual AC, and similarly for a fumble. So if on a nat 20 you hit an AC 0, and the target had AC 5, the chance for critical would be the amount over what you needed to hit (5 in this case) times 5%. So in this case it would be a 25% that the hit was a critical. Once you determined if the hit was critical, then you rolled on the appropriate table for weapon type: Slashing, Bludgeoning, or Piercing, to get the critical result. Those tables were also in a d100 format.
My gaming buddies and I came to love these tables and always felt cheated if we couldn't play with them. So of course I'd love to automate this in FG to some extent if possible. I've done a good amount of searching on custom critical tables, but haven't found what I'm looking for. I did see Sternos https://www.fantasygrounds.com/forums/showthread.php?59690-Player-s-Option-crits-additional-automation-and-Hackmaster-style-house-rules thread, but this is the Players Option stuff that's not really the same.
So there are a couple ways I'd like to try and handle this. At the very least, I'd like to output a message when a natural 20/1 is rolled that takes the amount over/under what you needed to hit, multiplies it by 5%, and outputs that to the chat window with a message like: "Roll for critical hit, 25% chance". Not exactly an automated thing, but it was always fun to roll you own chances for a critical, as well as rolling your own results when it was.
The next level would be to automate the % chance for critical, so after the natural 20/1, FG would roll the chance for critical automatically, then output the result in chat, telling you to roll on the critical effect table.
The next level after that would be to automatically roll on the effects table based on the type of weapon that was used.
I've found the fumblecrit.mod file in the FG Modules folder and added 2E in the definitions.xml file so this works now. However, as noted before, it just uses a fixed d6 roll to determine if a roll was critical or not. Is it possible to add logic in the db.xml file that will implement the above? If not, can someone point me in the right direction to get the other parts of my above scenarios to work?
Thanks!
Craig
I'm new to Fantasy Grounds but have been playing 2E AD&D since the 80's. In one of the Dragon Magazines long ago, they had a great article called something like "Good Hits and Bad Misses" that had tables of effects for critical hits/fumbles. They were like the Players Option critical hits, but I think a bit more detailed. In addition, the chances of a natural 20 being a critical was not fixed, but based on the difference between AC hit and actual AC, and similarly for a fumble. So if on a nat 20 you hit an AC 0, and the target had AC 5, the chance for critical would be the amount over what you needed to hit (5 in this case) times 5%. So in this case it would be a 25% that the hit was a critical. Once you determined if the hit was critical, then you rolled on the appropriate table for weapon type: Slashing, Bludgeoning, or Piercing, to get the critical result. Those tables were also in a d100 format.
My gaming buddies and I came to love these tables and always felt cheated if we couldn't play with them. So of course I'd love to automate this in FG to some extent if possible. I've done a good amount of searching on custom critical tables, but haven't found what I'm looking for. I did see Sternos https://www.fantasygrounds.com/forums/showthread.php?59690-Player-s-Option-crits-additional-automation-and-Hackmaster-style-house-rules thread, but this is the Players Option stuff that's not really the same.
So there are a couple ways I'd like to try and handle this. At the very least, I'd like to output a message when a natural 20/1 is rolled that takes the amount over/under what you needed to hit, multiplies it by 5%, and outputs that to the chat window with a message like: "Roll for critical hit, 25% chance". Not exactly an automated thing, but it was always fun to roll you own chances for a critical, as well as rolling your own results when it was.
The next level would be to automate the % chance for critical, so after the natural 20/1, FG would roll the chance for critical automatically, then output the result in chat, telling you to roll on the critical effect table.
The next level after that would be to automatically roll on the effects table based on the type of weapon that was used.
I've found the fumblecrit.mod file in the FG Modules folder and added 2E in the definitions.xml file so this works now. However, as noted before, it just uses a fixed d6 roll to determine if a roll was critical or not. Is it possible to add logic in the db.xml file that will implement the above? If not, can someone point me in the right direction to get the other parts of my above scenarios to work?
Thanks!
Craig