View Full Version : Crit Damage Options
jkeller
December 15th, 2025, 21:53
This 5E extension support some common house rules for critical hit damage. See also: Weapon Damage Properties (https://www.fantasygrounds.com/forums/showthread.php?86366-Weapon-Damage-Options-(5E))
Forge Link (https://forge.fantasygrounds.com/shop/items/2767/view)
Select the "Crit Damage Option" extension when loading your campaign, then select the option you want (it's off by default).
https://i.ibb.co/d4wsM9Xq/Options.png
Currently supported options:
Perkins: the extra crit damage will be set to the maximum (e.g. if you do 2d6 damage, you'll get whatever you roll + 12)
Exploding: for every damage die rolled, if you roll the max, then you get another (die of the same type)
Cascading: similar to exploding, but the new die will be one smaller (e.g. if you roll a 6 on a d6, you'll get a bonus d4)
Inspirational: a random ally in the Combat Tracker gains inspiration (damage is not affected)
Suggestions or other feedback are welcome!
https://i.ibb.co/yFnzq74Z/Perkins.png
https://i.ibb.co/1JmdL611/Exploding.png
https://i.ibb.co/KzBzmYyC/Cascading.png
https://i.ibb.co/W4cfWvw3/Inspirational.png
Version History
0.5 - added support for NPC crits (separate option to enable)
0.4 - update to use the new getPostRollHandler (more compatible with other extensions)
0.3 - fixed the rRoll.sDesc crit totals
0.2 - minor changes to be compatible with the soon-to-be-released Weapon Damage Options extension
0.1 - initial release
arkanis
December 16th, 2025, 21:49
Nice extension!
Can it be embeded into weapon properties so you can assign each weapon type different critical types?
i.e. greataxe--> properties: heavy, perkins
musket--> propierties: reload, exploding
Thanks in advance
jkeller
December 16th, 2025, 23:51
I was thinking along those lines too! It should be fairly easy to implement, although it would probably be better as a separate plugin. I'll start thinking about what approach would work best for that.
jkeller
December 17th, 2025, 19:09
I uploaded an extension (https://www.fantasygrounds.com/forums/showthread.php?86366-Weapon-Damage-Options-(5E)) to support some special "damage types" on individual weapons.
arkanis
December 17th, 2025, 21:35
Epic!
joltblaster
January 9th, 2026, 03:32
Any chance you can extend it to ShadowDark?
jkeller
January 9th, 2026, 03:41
I'm not familiar with that ruleset, but I'll take a look.
Are you interested in something that specifically handles crits, or would something that handles special damage types work better?
I have a newer extension called Weapon Damage Properties (https://forge.fantasygrounds.com/shop/items/2768/view) that might be easier to convert.
joltblaster
January 9th, 2026, 03:49
There is a magic item that deals 4 dice of damage on a Critical hit instead for 2 dice.
jkeller
January 9th, 2026, 14:01
I don't currently own the Shadowdark ruleset, so I don't have any way to test it. But I think WDP could be modified to support a damage type that rolls extra dice on a crit. Can you post a pic of the weapon stats (something the code could look for)? Or, do you have a way to add a damage type (which is how "exploding" or "perkins" works currently).
Bumgurgle
January 15th, 2026, 22:13
I found a couple bugs in trying to use the Perkins Crit in D&D5e.
First is easy: Line 58 in the LUA there's a missing space between _, and clause
for _,clause in ipairs(rRoll.clauses) do
Should be:
for _, clause in ipairs(rRoll.clauses) do
Once I fixed that it would roll, but it's not adjusting the crit number. Am I missing something?
jkeller
January 15th, 2026, 22:26
I'll take a look, thanks!
jkeller
January 15th, 2026, 23:27
Ok, it should be fixed now, thanks for reporting the issue!
This was one of my older extensions; I've learned a lot since I first wrote it. It should be much better now.
That said, if you just want some of these effects for some weapons, you might want to use my Weapon Damage Properties (https://forge.fantasygrounds.com/shop/items/2768/view) extension instead. This one might be better if you want ALL crits to use Perkins (or exploding or whatever).
Also just FYI, LUA doesn't care about spaces much, so "for _,val" is fine.
Bumgurgle
January 16th, 2026, 05:10
Ah, I just know I stopped getting one error when I added the space. I've only glanced at LUA a few times, not terribly familiar with it.
I updated and tried again and got another set of errors in the logs.
66224
jkeller
January 16th, 2026, 05:48
Thanks again, I'll take another look (tomorrow).
Bumgurgle
January 16th, 2026, 07:37
No worries, thanks for the help.
jkeller
January 16th, 2026, 15:08
No luck reproducing the issue yet. You have version 0.2, right?
What was your option set to (I assume "Perkins" since the stack trace mentions that)?
Can you duplicate the bug consistently?
Do you have any other extensions that might be conflicting?
Bumgurgle
January 16th, 2026, 18:12
It reproduces consistently.
I'm using whatever is up on the Forge, which seems to be V0.3.
I've only tried Perkins, not any of the other options.
I did just now reproduce with all other Extensions off.
It's so weird. Don't feel like you need to fix this. I very well could have something stupid running that causes a headache. And I've needed an excuse to learn LUA. :)
jkeller
January 16th, 2026, 18:34
Me too. Recently retired, so learning a lot of FG and LUA heh...
If I can duplicate it, I'll fix it for sure.
jkeller
January 16th, 2026, 18:41
It looks the die's damage type must be nil. You can try to change this line:
53: if die.dmgtype and CDO_String.contains(die.dmgtype, "critical") then
Are you using the damage button from a PC's Action tab?
Bumgurgle
January 16th, 2026, 19:24
First off, thank you so much for your time. This has been a 100% (L)user issue. I have a character I use to test new extensions that I've had for a long time. Not a problem, unless you don't have a damage type for the weapon you're testing with.
Any weapon, if there's no damage type, will error. With a damage type correctly listed - it works fine...
So sorry. Thanks again.
BTW, the fix you posted did work, but once I realized that the damage type was blank and seemed to follow that setting I reset the extension and that one works just as well.
Bumgurgle
January 16th, 2026, 19:26
BTW, do you have a 'Buy me coffee' link or something? I at least owe you that.
jkeller
January 16th, 2026, 19:30
Awesome, thanks! I'll add the check to make the code more robust.
Bumgurgle
January 16th, 2026, 19:45
One more thing, then I'll shutup. If the damage type isn't properly spaced there will be a problem. There must be a space after the comma in the damage type line.
IE: bludgeoning,magic - Does not work, but
bludgeoning, magic - Does
Farratto
January 17th, 2026, 13:19
BTW, do you have a 'Buy me coffee' link or something? I at least owe you that.
You can make donations to a FG extension author through the FG Forge. The button is next to the Get/Buy button.
jkeller
January 17th, 2026, 16:24
BTW, do you have a 'Buy me coffee' link or something? I at least owe you that.
Thanks for the offer, but I'm retired and comfortable; I just do this for fun. I appreciate the thought!
joltblaster
January 20th, 2026, 00:27
The Weapon Damage Properties does look promising. I need it to double the crit dice if a player has a certain item. I figure added the keyword SuperCrit or something could be used to trigger it. I own ShadowDark and would be willing to test it out.
jkeller
January 20th, 2026, 13:09
Could be done. Several possible approaches. If the item is a weapon (I assume it's not), it would be easier - just add the perkins (or brutal) damage type (not quite the same as super-crit).
When the PC "has" the item (in inventory, carried, equipped, attuned?) would it affect all weapons the player uses? What about other damage sources like spells?
Does the item put any effect on the PC?
Probably would be best to add a new damage type like "IfEquipped(Some Item, supercrit)", so that any weapon/spell which had that damage type would check for the item, and it could trigger any special damage type. That would allow things like "IfCarried(alchemist oil, fire)" or "IfAttuned(Narya, radiant)", etc.
"Supercrit" - a type that would double crit dice - isn't currently supported, but would be pretty easy.
Haavok
June 2nd, 2026, 06:18
Hi,
I tried this one out using Perkins and attacks toward NPCs seem to work fine but NPC towards players give the following...
67679
jkeller
June 2nd, 2026, 12:33
Thanks, I'll take a look.
jkeller
June 2nd, 2026, 21:44
Hi,
I tried this one out using Perkins and attacks toward NPCs seem to work fine but NPC towards players give the following...
67679
That was working as designed.
But hey, if you want to hurt your PCs, who am I to stop you? I added a separate option for NPC crits:
https://i.ibb.co/qMFFRHbf/CDO-Options.png
If you don't want ALL of your NPCs to crit with modified damage, you may want to try one of my other extensions: Weapon Damage Properties (https://forge.fantasygrounds.com/shop/items/2768/view)
It lets you set the damage type in a similar way (Perkins, exploding, etc), but for a specific weapon or attack.
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