I understand the degrees of success I was trying to explain that the roll might not have been within the parameters of what the program considers a critical. Seems it was an extension that was causing the problem.
That really doesn't sound like you understand how degrees of success work. You do not need to make sure your (sic) 10+ above the DC.
If a 20 is enough to hit, then it's a critical hit.
This is true, but doesn't tell the whole story. A 20 improves your success level. If you needed to roll 11–20 to hit, then a 20 on the die is a critical hit.
Only if you needed to roll a 21–29 on your d20 to hit is a 20 a normal hit.
My party is fighting a Greater Barghest, and it has resistance to physical 10(except Magic). It is not counting there +1 weapons as magical to ignore the resist 10. Am I doing something wrong or is there a way to fig this. if it helps it is Ralldar 5.05.04. d3 Goblin-god's throne.
magic or magical, seen it both ways
The problem is that magic and magical are used interchangeably throughout various PF2 monsters. But FG resistances etc. need to have a specific damage type - with magic and magical being two different damage types when it comes to matching damage entries for effects.
FG will auto add "magical" to the damage of a weapon entry in the actions tab which has a bonus above 0 when it's added to the PC's inventory. But this means that it will only match against resistances that have "magical" not "magic".
I'll need to investigate further and see if there's a reliable way to cover both of these. In the meantime, I'd recommend the GM seeing what damage type is parsed out for the creature's effects (probably "magic") and use that damage type for the magic weapon damage.
Note - the ruleset doesn't cater for something like Resistances physical 7 (except magical silver) - as it's not programmed to have full boolean exceptions across multiple exceptions.
Swifty: I would like to point out that my Drag-n-Drop module includes Spells, Focus Spells, Rituals (as well as a myriad of other automated features) that will give you damage and effects for just about everything (similar to how my SR Bestiary gives that to creatures on the Spells Tab). It can be found here:
SR Drag and Drop Spell + Module
Beyond mine, Alex Craft also did an outstanding job in giving people an all inclusive Spell Effect module that can be found here:
Alex's Spell Effect Module
If you want to save some time updating your own spells, these will give you spells that can be dropped on a character's sheet (just like the core ones) once you put the .mod file in the modules directory and open the appropriate file in the library within the game.
Enjoy!
Is there a user guide/instruction manual for PF2 on FG? I've seen some videos, but for some things I just rather read a document.