PDA

View Full Version : Extension: AD&D Options and House Rules



Pages : 1 [2]

PaulChatterton
February 4th, 2026, 12:05
Hi, I am looking to run a 1e AD&D campaign in the near future for some friends and I was planning on using your AD&D options and House Rules extension to do just that. If I wanted to stay as close to Vanilla AD&D as possible would it be better to run it with your OSRIC Ruleset, the 2e Ruleset, or does it not make a difference? I'm sorry if this has already been asked, I looked through the old forum posts but could not find an answer.

I'm planning to do the same thing in the future and have it mostly set up. However, I hit a problem with the weapon vs. armour type hit modifiers, which Doomsword is looking into. Drop me a DM and perhaps we can link up on Discord to discuss it. I can show you what I've done so far.

Doomsword
February 6th, 2026, 04:28
I'm planning to do the same thing in the future and have it mostly set up. However, I hit a problem with the weapon vs. armour type hit modifiers, which Doomsword is looking into. Drop me a DM and perhaps we can link up on Discord to discuss it. I can show you what I've done so far.

Indeed, Paul. I'm starting a new game. too. Weapon v armor type is finishing next. Hope to be able to get to it by next week

FedeBerserk
February 18th, 2026, 19:09
I'm having an issue with the Death Door mechanic. I want my players to be on Death's door when they reach 0 HP or lower, and to die when it reaches -CON value.
However, I have a Player Character with 10 HP that, even if he just receives 3 Damage, lowering to 7, he is already at Death Door and Bleeding out
66641

Doomsword
February 18th, 2026, 20:52
I'm having an issue with the Death Door mechanic. I want my players to be on Death's door when they reach 0 HP or lower, and to die when it reaches -CON value.
However, I have a Player Character with 10 HP that, even if he just receives 3 Damage, lowering to 7, he is already at Death Door and Bleeding out
66641

Ok, that's weird and problematic. I'll take a look right away. If possible, can you share a screenshot of your death's door settings? Thanks!

FedeBerserk
February 18th, 2026, 20:56
Ok, that's weird and problematic. I'll take a look right away. If possible, can you share a screenshot of your death's door settings? Thanks!

Of course, here:
66643

Also, if I try to use the option " -CON" for the Death Door, the damage doesn't apply on the Target. I duplicated the Character and activated the - CON option and this is the result. If I disable the -CON option, the damage applies normally
66644

Doomsword
February 18th, 2026, 21:04
Of course, here:
66643

Also, if I try to use the option " -CON" for the Death Door, the damage doesn't apply on the Target. I duplicated the Character and activated the - CON option and this is the result. If I disable the -CON option, the damage applies normally
66644

Thanks very much! This should be straightforward to reproduce and fix. Settings are correct

FedeBerserk
March 5th, 2026, 02:18
Just wanted to check if that issue was solved?

Doomsword
March 5th, 2026, 04:13
Yes, sorry for the delay. This ended up being a lot more involved than I expected, at least the way I expect it to work. Trying to get it out now, along with a couple of other fixes.

FedeBerserk
March 5th, 2026, 15:24
Hey no worries, thank you for working on this. I have my first online session this Sunday and I can wait until I incorporate this, not looking to kill the little lv1 fleshmeats during the first session, even if this is 2e

Doomsword
March 6th, 2026, 06:24
Ok... I think this is finally fixed. I did tons of testing, and found some rare edge cases that could happen. I reworked several things as a result, and all death's door options should work as intended. Note that every once in a great while, I can trigger an error when transitioning between dying/bleeding and dead, while removing the prior effects. I think it's a timing issue, or it might be fixed because I haven't seen it in a day or so. You can safely ignore that error, everything will work, and it won't affect anything else. If it occurs more often for other people, I'll just have to modify it to not remove the bleeding and dying effects when the PC dies. Edit -- I think I have a new way around this, let's just see how this goes for now

Also fixed are:
Matrices for "mage" characters
Death markers sometimes not appearing

fharlang
April 1st, 2026, 02:04
66990

I have tried on a campaign with only this extension loaded and I get the same error.

Doomsword
April 1st, 2026, 03:30
Thank you. I didn't see this issue in my game last night. When is it happening (on loading?), or is there any specific action that causes it?

fharlang
April 4th, 2026, 03:46
It happens when ever a player forget to target and then tries to drag the roll from the chat window to the combat tracker.


I also noticed a difference when running the extension, the charged effect is changed to charging which does not work.

6701467015

Doomsword
April 7th, 2026, 01:58
It happens when ever a player forget to target and then tries to drag the roll from the chat window to the combat tracker.


I also noticed a difference when running the extension, the charged effect is changed to charging which does not work.

6701467015

Thank you very much. I'll try to get this out tomorrow.

PaulChatterton
April 19th, 2026, 20:21
Hi Doomsword, what's the latest on weapons vs. armor types?

georgelaiacona111
April 19th, 2026, 20:43
There is some slots on specific weapons, and you must set the AT for the monster, but it works. Or, more accurately, works for the weapons and monsters I have tested it on.

PaulChatterton
April 20th, 2026, 12:55
@georgelalacona - Thanks for the heads up. I tried it but unfortunately, it didn't work for me. I tried it for PC vs. PC, PC vs. monster, and monster vs. PC and it didn't work for any of them. I ticked the setting in Options, filled in the boxes on the weapon, and selected the armor type for the monster, but to no avail.

Doomsword
May 6th, 2026, 01:49
Just a heads up that the new version of CorRPG and 2E dropped this afternoon, and the extension is updated to continue working, among other things. Sorry for not responding sooner to the other posts - just been tracking these changes to make sure stuff works because I heavily modify effects and combat (which were the things most affected by the update).

Please consider that it's possible that things will break when you update, so don't update right before a game.

As far as any reported issues go, some of them have been resolved during my updates, but I'm going through the list (that I know about) now to try and fix them.

Once you've updated, please test everything you use in your game and let me know if it doesn't work (outside of things you've already told me about).

The Core/2E updates make it much easier to make changes on my end, and I now feel more comfortable fixing things since I know there's a relatively stable operating environment.

I have not tested everything that I did in the extension with working in the new version, but that's now in progress.

Thanks!

PaulChatterton
May 6th, 2026, 11:19
I've tried the new version and weapons vs. armor type still doesn't seem to be working. I've done the following:

- Set "Combat: Armor Type (AT) Modifiers" to On
- Set the values for morning star vs. armor types (+1 vs AT 6)
- Set the armor type for an orc to 6
- Attacked the orc with the morning star

I get no adjustments to the attack roll.

I've also noticed that there doesn't seem to be a method of setting the AT for a player character, either against the character or his armor. Perhaps that's because it isn't needed because AC = AT when all the modifiers for Dex and magic are separated out.

Doomsword
May 7th, 2026, 01:24
I've tried the new version and weapons vs. armor type still doesn't seem to be working. I've done the following:

- Set "Combat: Armor Type (AT) Modifiers" to On
- Set the values for morning star vs. armor types (+1 vs AT 6)
- Set the armor type for an orc to 6
- Attacked the orc with the morning star

I get no adjustments to the attack roll.

I've also noticed that there doesn't seem to be a method of setting the AT for a player character, either against the character or his armor. Perhaps that's because it isn't needed because AC = AT when all the modifiers for Dex and magic are separated out.

Thanks for the details. I've been working on this a bit today, while trying to squash some other stuff. This request is the priority for this extension (after a few bug fixes are released), and it will be working in a really nice way soon. I know I've said that before, but I'm in much better shape to get it done now. Thanks for your great patience, Paul.

Doomsword
May 9th, 2026, 22:14
New version available. Now that I've had time and assistance with testing, outstanding issues (outside of weapon vs AC) should now be resolved. Please let me know if you run into any trouble.

Doomsword
May 11th, 2026, 06:52
Updated to improve/fix various initiative options. Please test.

Doomsword
May 14th, 2026, 15:37
Updated to fix an issue with ability checks and ability check dice options.