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.
A lot of standard FG functionality will apply to PFRPG2 - for this you can use the User Guide: https://www.fantasygrounds.com/filel...UserManual.pdf Which contains the contents of the Wiki User Guide.
For PFRPG2 specific things, the User Guide is still under development. See the PFRPG2 section here: https://www.fantasygrounds.com/wiki/...hp/User_Guides
Slight Oddity: This might be a CORE thing, but I'll post here because I have only tested it out within PF2 ruleset.
So I was toying around with IFT for "marked" targets (specifically Hunt Prey for Rangers). I'd set a designation EFFECT on a target (Hunt Prey) and then set up an EFFECT on the character sheet that would check for the Custom Condition on the target.
So it looks something like this:
Flurry (second attack); IFT: CUSTOM (Hunt Prey); ATK: +2
A simple check to see if the target has been tagged (effect added) as Hunt Prey, if so, give the acting character a +2 attack bonus.
It works but, oddly, it doesn't show it in the chat box directly.
https://www.fantasygrounds.com/forum...chmentid=30371
The end result is correct (an attack roll of 20), but the reporting of the attack made it look like it was an 18 (had to look closely at the line below to see it applied the +2). This doesn't happen when the ATK bonus is added without IFT.
Yes, this is normal, also in 3.5e/PF1 and other rulesets :) Target-specific modifiers are applied only when the roll is applied to the target. First the roll is made, independent of the target, so no effects which depends on the target, and then it is applied to the target which then accounts target-specific effects into the calculation :) This is especially important when e.g. your attack is made against multiple targets which may or may not allow that effect (thus, applying the ATK: 2 effect to the roll would then result that all targets are affected by that such that you may have to subtract the bonus otherwise when there is a target without Hunter Prey :) But, in that way, how FG is handling this, this is no problem :) ) At least this is how I understood this
Ah! That makes sense! I hadn't thought of the multiple target angle!
Hey, that's pretty good.
On your CUSTOM thing, how do you do that tag to mark them Hunt Prey? My party's ranger does the precision damage, but I'd like to try this myself for future characters.
Milke: Head over to my (SR) Drag and Drop Actions, Powers, and Spells thread where I detail how I handle stuff like that. The link here will take you to where I have started to work on Rangers. I'll explain it there.
Okay, I'm getting it figured out. I just label someone Hunt Prey, and my party's ranger can click it every round to have it 1d8 precision on his first damage, then just click it again the following round. And if he switches targets, the 1d8 won't go off, because that target isn't labeled Hunt Prey.
Can you modify a weapon in someone's inventory to have a +1 potency and a striking rune and get it to update correctly? My PCs will have a weapon already, then transfer a rune to it, and then it seems like even though we're using the bonus/property fields correctly the weapons will not update like they should.
Welcome to the FG forums.
striking rune properties are only automatically read when the weapon is first added to the PC. After that, the player will need to adjust the weapon entry in the actions tab as needed. For adding a striking rune, for example, open the damage details window and drag another dice of the same type to the damage dice field.
This works quite well.
The other option is to update the weapon outside of the character sheet (say by putting it into the Party Sheet Parcel Items) then re-adding it to the character's inventory. You'd have to go through and make sure things like proficiency is accurate thereafter, but it is a way to update a weapon at it's core, then use that update to populate the Actions Tab Weapons fields.
So in working on the Ranger Features, Feats, and Abilities automation, I came across a problem with Hazards/Traps as it relates to IFT and TYPE statements. Because traits on Hazards/Traps are listed in one continuous stream (e.g. Electric Latch Rune has the Traits: Electricity Evocation Magical Trap), the TYPE qualifier isn't working. I am guessing this means it would fail to trigger correctly for Evocation, Magical, etc.
I think for this to work correctly, they need to parse out with the comma (,) delimiter ensure it works like it does for checking traits on Creatures from the Bestiary or the TYPE search needs to work on whole-word matches regardless of delimiters.
In checking this, it appears to be a problem with Characters, too. A character who has the Dwarf Humanoid traits designation won't return a true condition against an IFT: TYPE (dwarf) statement. However, if I were to change that character's traits to Dwarf, Humanoid, it would then return true when looking for a Dwarf Type.
So Milke, over in Drag n Drop, discovered something about REGEN that I tested out.
Troll's normal HP line isn't parsing out correctly when added to the CT. regeneration 20 (deactivated by acid or fire) is turning into REGEN: 20 acid or; which doesn't trigger correctly to acid damage (much less fire). If this gets fixed to do REGEN: 20 acid or fire; it'll work fine.
Except...
The actual effects line looks like REGEN: 20 acid or fire; WEAK: 10 fire (with me fixing the fire part). Here's the issue. When someone does Acid or Fire damage to the target, it turns off the entire EFFECT line ... this means that having it parsed out to the CT with WEAK: 10 fire on the same line as REGEN will turn off WEAK:10 fire when it turns off (skips) a turn of regen.
Probably the easiest solution is to simply have REGEN (especially if it has a deactivation component) on a different line to any other possible effects (Immunities, Resists, etc etc) to avoid this.
Ohhhh. I see.
So, for now, would it be best for me to just go manually change the entries to 1) REGEN: 20 acid or fire 2) WEAK: 10 fire on separate lines?
I can see how that'd be a problem.
The parsing effect issue is caused by the Troll in the SRD Bestiary having a missing "r" in the HP Abilities line. It's currently set as: "regeneration 20 (deactivated by acid or fie)" can you spot the issue? ;)
If I correct this issue (add the "r"), and add the troll to the Combat Tracker it parses out the effect line as: REGEN: 20 acid or fire; WEAK: 10 fire
Good spot on the effects after the REGEN getting ignored. Logged as RS2.074 and fixed in the next release.
Thanks again for reporting this Curaidh.
I've revisited this issue now that I've had implemented the main conditions and effects. I have a fix for both the Weakness and Resistance doubling issue reported here and elsewhere. This will be in Release 11 - hopefully out on Tuesday this week.
In the last Release Update for 26th November it appears: [Fixed] RS2.073 Minimum damage does 1 nonlethal
What does this mean exactly? I may be wrong, but in Pathfinder 2e there is no such nonlethal damage, only nonlethal attacks.
Issues listed with an issue number include a description of what the issue is. In this case, the issue was the the ruleset was assigning minimum damage as 1 nonlethal. Which, as you say, is not correct - hence why it was logged as an issue. This issue has now been fixed - indicated by the [FIXED] label.
Ah, ok, I misunderstood the explanation. Thanks! Nice work! I love the way HIDDEN rolls a flat-check.
I had a case where heavy armor only applied a -5 move penalty (should be -10) to the character sheet, but when I checked the stats of the heavy armor it had the correct -10 move penalty. Not sure what could have messed up there.
When adding damage to a spell - there is no way currently to add spellcasting ability modifier to that damage. I can set that via stat+bonus manually - but it would be nice to have the spellcasting mod as an option.
Same when looking at a monster - which can be automatically parsed as the DC-10 for any spells listed (as they don't explicitly call out proficiency or casting stat).
Use the "Mult x Stat(max)" button cycler to set the ability to add a multiple of that abilities modifier to the damage action. This is how you add the spellcasting ability modifier to a damage action. If that's not what you're referring to, please give more info.
Not sure what you're referring to here - can you expand on this please?