Oops :D
Thanks for letting me know! I'll fix it in the update coming out soon.
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Hello,
I am trying to configure a power that uses a melee attack roll. Unfortunately, I get the following error:
[1/18/2026 3:39:49 PM] [ERROR] Handler error: [string "..ons and House Rules:..agerActorAdvOpt.lua"]:222: attempt to call global 'getAbilityBonus' (a nil value)
I also do not get any message in the chat for an attack roll, even when changing the settings (Ability, Fixed, nothing).
I get the same error if I try to make an attack roll from the Main tab using THAC0 or with a weapon on Action tab.
Sorry about that. I've released a new version that should fix that and address a few other things. If you continue to have issues with the power creation, let me know. I did my best to do the same thing I think you were doing, but not 100% sure. Thanks for the testing and report!
Thanks. Everything seems to be back in order. I have a session tonight to verify.
Made some changes to account for changes in Core and 2E. If anyone sees anything not working, please let me know. Thanks to the individual who reported the issues that this update hopefully fixes for now.
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 trying to run AD&D as I remember it with a group that hadn't played AD&D before, for me using the 2E rules and Doomsword's extension it has the feel. Doesn't quite map (clerical domains and changes to some spells and levels and the like) but by turning off some of the 2E options it's close.
Sorry for not responding sooner.
The most important thing is to decide which rulebooks you want to use if you're not making your own. The paid 2E materials are well-made and will work fine, but there are many things in those that are very much different from their 1E counterparts. If you're fine with that, that will work fine for you. On the other hand, the free OSRIC materials available from the Forge, here, work very well also, and will get you much closer to 1E
After that, it's a matter of deciding whether you want to use the OSRIC ruleset or the 2E ruleset. If you use the OSRIC ruleset, you'll likely want to use the extension, as it gives you much more control over making things more 1E-like. Same goes for the 2E ruleset. The OSRIC ruleset itself was built on the back of 2E, and was designed to eliminate the things in 2E that aren't used in OSRIC/1E. It's a simplified ruleset (and it needs a couple of updates which I can hopefully get to soon), but it's a good start and will do extra things like try to convert the monsters in paid Classic adventures to their OSRIC counterparts. It's really just a matter of preference. Do note that the variations from 2E present in the OSRIC ruleset don't otherwise change the reference materials, and you'll need to make some changes to those books if you want everything to match.
I've been meaning to put together some functionality examples via video, but haven't gotten around to it.
If it were me, I'd try some or all of the above and see what you like best. If you have any other questions, just let me know.
New update is live. It brings a number of improvements to the experience, fixes several option issues, does a better job of automating effects (especially related to death and dying), and hopefully makes all of the PC Death options work properly. There is a lot of redesign under the hood, too, so I would definitely make sure to test out your basic workflow and make sure your options are set the way you like them before you run a game. I don't anticipate problems, but I can't test everything everyone does. I did my best to make sure it works well, though. If you find any issues, please let me know.
Update to fix error message when dropping encounter on ct. Thanks to the individual who reported it!
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.
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
Attachment 66641
Of course, here:
Attachment 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
Attachment 66644
Just wanted to check if that issue was solved?
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.
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
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
Attachment 66990
I have tried on a campaign with only this extension loaded and I get the same error.
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?
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.
Attachment 67014Attachment 67015
Hi Doomsword, what's the latest on weapons vs. armor types?
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.
@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.
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!
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.
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.
Updated to improve/fix various initiative options. Please test.
Updated to fix an issue with ability checks and ability check dice options.