I hadn't considered using the CoreRPG extension, since PF2 already has the Hero Points on the character sheet. I'll give it a try.
- Robert
The note was meant for Trenloe.
I was talking with my friends and I saw that they and the FG only considerate a natural 20 as an always critical hit if the total was equals or higher than the defender's AC. But, in the page 278 of the Core Rulebook, it says "When you make an attack and roll a natural 20 [...] or if the result of your attack exceeds the target's AC by 10, you achieve a critical success."
Attachment 37840
Welcome to the FG forums!
Thanks for reporting the potential issue. This has been discussed for a while around the community and was finally addressed by the Paizo design team - see the video (time linked to start at the right place) here: https://www.twitch.tv/videos/633545875?t=1h24m28s
So, Fantasy Grounds is operating correctly. :)
The natural 20 = always crits likely is stuck in peoples' heads from PF1E. The change to natural 20 = increase by one success level is one of the pivotal changes from 1E to 2E and among the first thing I explained to my former 1E players.
It's noteworthy that the critical hit/fumble decks standard rules are to only draw a card on a natural 20/1, with optional "deadly" rules also drawing on a +10/-10 result. I did the -10 rule for fumbles for a while to entice players not to use every last action as a strike, but try something else. It does slow down gameplay, though, because we do not have crit/fumble tables in PFRPG2 yet. Can I program those myself somehow?
Wow, thanks, didn't know this statement. When a read the book for the first time, I was thinking "ok, you can miss an attack, even when you roll a natural 20, cool". Then someone print this part of the book, the same one that I print here, and I was "ok, I was wrong, 20 is always critical, but only for attacks rolls". Thanks again for the video, this will help to unmake misunderstandings in my community, but I hope Paizo make a real errata with this.
Quite a shame that this quintessential change slipped through editing and that erratas take so long to publish and are not immediately included in an update to the PDFs.
I started with a blank campaign and created tables that have the resolutions (one table for each type of damage). Once done creating, export the tables as a mod file; you can then load it alongside any campaign you wish. The mod totaled 388K in size.
Now when appropriate, I drag the die to the chat window (it rolls a D52) and make the results known to the players. It's simple, and any effects need to be added to targets manually, but all my players wanted was to use the deck.
Thanks for the explanation! :)
With manual effects it might be more effective to just keep drawing the cards, though. I keep them on my table while playing, which is feasible while gamemastering from home.
I want to explore the possibility of automating some of it, but I remember reading that the crit deck is on the roadmap for PF2, and am not sure it will be worth the effort.
I include it in my game since we're all playing remotely with no cameras; the players enjoy seeing the result of the 'draw.'
Nevermind..I have the dumb
Thanks for reporting. There's been a bit of a mismatch in versions released this week in preparation for the APG (hopefully next week). I'll work with SmiteWorks today to try to get the right versions in the live channel.
In the meantime, as a workaround, don't select a heritage from the pop-up window. But open the "Heritages" grouped list from the button at the top of the Ancestries window, scroll down to the "Versatile Heritage" section at the bottom and drag/drop the link from the heritage you want to the PC sheet or chargen tracker - this will trigger the application of that heritage. Hopefully we'll have the right version back in live soon.
Thanks, Trenloe
I figured out the workaround and thought maybe that was working as intended. Glad you caught my post before I changed it
It looks like Release 17 is on the live channel now? I notice a major bug concerning action icons on the Actions tab. All the action icons next to spells, etc, have disappeared, and any attempt to re-add them ([one-action], etc.) and they disappear again when FG is restarted.
Thanks for reporting. I think this is caused by the FGC update to v3.3.11. When the FG database is saved, the characters are stripped from the data. This doesn't appear to occur in FGU.
See the final [DEV] bullet point here: https://www.fantasygrounds.com/filel...atchnotes.html
I've reached out to SmiteWorks to see if they can fix this.
I was just checking in to report why all the special symbols had disappeared over night from the module i was working on, they have only disappeared from story entries and NPC's i have created. I had almost finished the module as well! Adding back in doesn't work as they disappear when you restart fantasy grounds
There's been an update released to fix the issue with the PF 2 symbols not being saved to the database. Run an update to get the fixed FantasyGrounds.exe application file.
On the bright side, for those items that weren't hand-crafted, such as creatures in the Bestiaries, Spells, community modules, etc., those can just be dragged back into your actions page and those symbols will be added back in. It's just for those items that you crafted (or altered) yourself that you'll have to put those symbols back in.
One minor inconvenience I noticed: When you drag a spell from a lower level to a higher one it internally keeps its higher number of casts for Standard and Combat, but displays a lower (correct) number of casts for Preparation.
So at level 4 (3x level 1 + 1x level 2) if you prepared 3 casts of level 1 Heals and then dragged that to level 2 it would still show three prepared casts in Standard and Combat view, but 1 prepared cast in Preparation view. In all views the spell level header displays "Cast: 0/3".
- Crossing off a cast (1 out of 3) in Combat makes the spell vanish, so combat shows 3 casts, but uses only the 1 shown in Preparation.
- Crossing off a cast (1 out of 3) in Standard works as usual.
- Cross off a cast (1 out of 1) in Preparation fixes the whole thing. Instead of crossing off the cast it renews it and sets everything in order ("Cast: 0/1").
My players discovered something today. One of the fighters had received a Spellguard Shield (CRB 588) and even though it was equipped his AC never went up when he clicked the Raise Shield. We finally figured it out that it had to do with his magical shield not being encoded like a regular shield.
The one on the left is the Spellguard Shield from Age of Ashes 2. It works correctly with an AC, Hardness, Hit Points and Broken Threshold able to be seen (and/or modified).
The one on the right is the Spellguard Shield from the PF2CRB. Even when copied to modify, it doesn't have fields for AC, Hardness, Hit Points and Broken Threshold.
Attachment 38082
I found this same type of thing for all the magical shields in the PF2CRB. To make them work you basically need to re-create them on a plain Steel Shield.
This was our second session on FG though, so if I missed something that would have made these work like expected please let me know.
Problem here is "Category", one on left is "Shield" (this is correct)
One on right is "Shields", (this is incorrect) and FG doesnt know its a shield coz it's been label as a Shields.
Create a spell at lower level, enter number of casts. Drag down said spell from lower level to higher level entry.
Here is an example with 3x level 1 spell slots and 2x level 2 spell slots.
https://i.imgur.com/0UrTQ24.png
Once dropped the Action tab switches to "Standard" mode even when it originally was in preparation mode, which seems like a bug to me. The number of casts exceed the higher spell level slot, but this is not reflected (updated) on the spell entry.
https://i.imgur.com/fZr38NN.png
Marking off spell casts in Standard mode:
https://i.imgur.com/hLuzdEo.png
Marking off 2 spell cast in Combat mode, despite 3 casts being shown in the header:
https://i.imgur.com/N4KdMU9.png
https://i.imgur.com/VPkLhgj.png
https://i.imgur.com/G9hoBsW.png
Clicking *once* on the number of prepared casts circles in Preparation mode fixes everything:
https://i.imgur.com/D5FOQAZ.png
Weissrolf, thank you so much. I ran into that issue sporadically and could never recreate it. I thought I was going crazy, it drove me up a wall.
A few days ago the combat tracker has started to display the initiative and speed of npcs when their turn comes up - Attachment 38199
This happens for all npcs but not pcs. I've tried disabling all my extensions, but the problem still occurs. This happens regardless of the source of the npc - I mostly use the SR Bestiary for PF2, but it displays for self-made npcs as well. I'm running FG Classic and am on the most recent update. This bug does not display for 5th edition, only PF2. Any ideas how to fix this issue? Thanks for the help in advance!
Yesterday, when I was GM'ing Plaguestone, I found this bug: when a Bloodseeker makes a attack, FG considered the PC's AC as 11, when his AC is 18. I tried do the same with another enemy, but the FG calculate the hit correctly.
Attachment 38208
What's the source of that Goblin Warrior? The one from the Bestiary includes the Goblin Scuttle reaction - and the issue doesn't occur with that Goblin NPC.
Anyway, this issue only occurs when a creature doesn't have any abilities (extremely rare in Paizo creatures, but not impossible). Logged as RS2.099. Thanks for reporting the issue.
Have you changed the UI scale?
The goblin warrior is taken from the SR Bestiary by ShadeRaven. All other npcs from the SR Bestiary display this glitch, not only the goblins. The glitch also displays for npcs I make myself, not taken from any source. Just for reference, I've attached screenshots of two monsters at random also displaying the glitch - an Adult Black Dragon Attachment 38221 and Annis Hag Attachment 38222. So on my end at least it is happening for creatures with abilities.
If the team needs any more details let me know, I appreciate the help!
As previously mentioned, this happens for creatures that don't have data in the abilities sections of their statblock. I'll provide a fix in the future release to cater form NPCs that don't have any abilities.
Here's an example of the Adult Black Dragon from the official Bestiary:
https://www.fantasygrounds.com/forum...chmentid=38223
And here's the Annis Hag, showing the ability automation that has recently become available with Release 17 of the ruleset, and the recent update to the Bestiary (currently automation is added to creatures up to level 6 - more updates to come):
https://www.fantasygrounds.com/forum...chmentid=38224
Ah, apologies for the confusion. I'm still learning the ropes and catching up on the terminology regarding data and automation. If I'm understanding correctly, the SR Bestiary does not have data loaded in the automation, hence the display glitch. Thank you for clarifying and being patient while I catch up to speed!