DICE PACKS BUNDLE
  1. #1

    Automatic Crit and Fumble Tables

    This extension automates use of Pathfinder's various crit and fumble tables based on attack type (for fumbles) and damage type (for crits).

    Extension Homepage, README, and Codebase
    FantasyGrounds Forge
    Ext Files and Changelog
    License Information
    Bug Tracker and Suggestions

    To avoid my threads taking over the PF1e subforum, I publish most updates in my combo thread (with only major updates in this individual thread which is primarily for discussion and bug reports). To ensure you're kept informed of future updates, either subscribe to that thread (for updates to all my extensions) or create a GitHub account and follow the specific repository of each extension you use. Or just check the releases linked in the first post of the thread periodically.

  2. #2
    Users of this extension might want to use it with my OGL crit and fumble deck module.
    https://forge.fantasygrounds.com/shop/items/718/view

    It will, however, work with any module that organizes it's data in tables with names matching:
    "Fumble - Attack Type" (such as Attack - Ranged)
    "Critical - Damage Type" (such as Critical - Bludgeoning)
    Last edited by bmos; January 21st, 2023 at 17:29.

  3. #3
    While using this extension, it does not appear in my extensions folder but in the FGUs Load Campaign as a feature: Advanced Crit/Fumble. I also use the Critical and Fumble Decks module, activation of the house rule option for fumbles and crits, the Advanced Effects extension, Kelrugem's Extended Automation extension, and the Expanded NPC Weapons extension. Although not a requirement I also use Hit Margins. For the most part, it appears to be working correctly, aside from the occasional random "magic" fumble while using a mundane weapon.
    For example, mwk sword, short +8 (1d6+1/19-20) or +1 composite longbow +11 (1d8+1/x3)
    Attack (R) (+1 Composite Longbow) [10] -> [at Ogreish something] [AUTOMATIC MISS] [BY 5+]
    [TABLE] Fumble - Magic =
    Result = IT'S SPARKLY

    I also tried this
    mwk sword, short +8 melee (1d6+1/19-20) or +1 composite longbow +11 ranged (1d8+1/x3)
    Again, another Magic Fumble.

    This has also happened on a PC
    [ATTACK (R)] Composite Longbow, (+2 STR)
    Attack (R) (Composite Longbow, (+2 STR)) [8] -> [at Ogreish something] [AUTOMATIC MISS] [BY 5+]
    [TABLE] Fumble - Magic =
    Description = You become entangled in your gear until you spend a standard action to free yourself.

    For the PC, the weapon properties under damage, says piercing

    Any ideas?
    Last edited by The Judge; June 12th, 2024 at 17:44.

  4. #4
    Quote Originally Posted by The Judge View Post
    While using this extension, it does not appear in my extensions folder but in the FGUs Load Campaign as a feature: Advanced Crit/Fumble. I also use the Critical and Fumble Decks module, activation of the house rule option for fumbles and crits, the Advanced Effects extension, Kelrugem's Extended Automation extension, and the Expanded NPC Weapons extension. Although not a requirement I also use Hit Margins. For the most part, it appears to be working correctly, aside from the occasional random "magic" fumble while using a mundane weapon.
    For example, mwk sword, short +8 (1d6+1/19-20) or +1 composite longbow +11 (1d8+1/x3)
    Attack (R) (+1 Composite Longbow) [10] -> [at Ogreish something] [AUTOMATIC MISS] [BY 5+]
    [TABLE] Fumble - Magic =
    Result = IT'S SPARKLY

    I also tried this
    mwk sword, short +8 melee (1d6+1/19-20) or +1 composite longbow +11 ranged (1d8+1/x3)
    Again, another Magic Fumble.

    This has also happened on a PC
    [ATTACK (R)] Composite Longbow, (+2 STR)
    Attack (R) (Composite Longbow, (+2 STR)) [8] -> [at Ogreish something] [AUTOMATIC MISS] [BY 5+]
    [TABLE] Fumble - Magic =
    Description = You become entangled in your gear until you spend a standard action to free yourself.

    For the PC, the weapon properties under damage, says piercing

    Any ideas?
    If that is happening, that means either the attack has a "spell" or "spellike" take from Kel applied (unlikely) or that it's missing the embedded link to the weapon node (which is normal for NPCs)
    I'll see if there is anything further I can check for to differentiate magic attacks from mundane weapon attacks.
    Last edited by bmos; June 13th, 2024 at 13:13.

  5. #5
    I have posted v1.3 which should help with this issue. Checking for nodeWeapon or nodeItem on the attack is now only carried out for PCs.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Fantasy Grounds Merchandise

Log in

Log in