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3.5E/PFRPG Exploding Damage

by sirkerry

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Description

Classic exploding dice house rule for all damage rolls in the official 3.5E (Dungeons & Dragons 3.5E) and PFRPG (Pathfinder 1E) rulesets in Fantasy Grounds Unity. Weapons and spells alike — when a damage die rolls its maximum value, it rerolls and adds the result, chaining as long as it keeps exploding.

How It Works

Every damage die (d4, d6, d8, d10, d12, etc.) automatically uses FGU’s native compound explode (!) mode. No custom reroll code — this extension simply flips on the engine feature already used by things like 4E Vorpal weapons and Shadowdark Momentum.

  • Weapon damage (melee/ranged, PC & NPC) explodes.
  • Spell/power damage (any standard damage action) explodes.
  • Normal rolls are completely unchanged until a die actually maxes out.

Technical Implementation

  • Single, targeted monkey-patch of ActionDamageD20.getRoll (the shared path used by both weapons and spells).
  • Sets bExplodeCompound = true on every damage clause before the roll.
  • Purely additive — no core ruleset files modified.
  • Reuses CoreRPG’s built-in dice engine for the actual exploding logic.

Known Limitation

On critical hits, the original dice explode normally, but the extra dice added by the critical doubling rule do not (a gap in the ruleset’s critical handling, also present in the 2E and 5E versions of this extension).

Compatibility

  • Official 3.5E and PFRPG rulesets.
  • Works alongside other extensions (including Feature: Extended Automation).
  • No conflicts with your existing campaigns or automation.


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