View Full Version : Custom Ruleset for Draw Steel (MCDM RPG)
EXXODIS
September 19th, 2024, 02:02
I have made a custom FGU ruleset for running Draw Steel for my players (based on the most recent backer packet rules). I wanted to share this with others if anyone has any interest:
https://forge.fantasygrounds.com/shop/items/1908/view
Features include:
-custom character sheets
-mechanics for rolling dice (2d10 system)
-custom window class for creating abilities
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damned
September 19th, 2024, 02:13
Well done EXXODIS
Dudin
September 19th, 2024, 13:04
Awesome to see this!
I know I will be running Draw Steel once it fully releases.
EXXODIS
September 20th, 2024, 21:15
New update!
v.056 includes updated character sheets to include new main and kits tabs and a fixcouple of UI bug fixes.
Known issues:
Adding new ancestries and classes has a bug where you have to close and reopen the window to add new text fields.
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EXXODIS
September 22nd, 2024, 18:44
New update! (v.059)
Added Features:
-Characteristics are now rollable fields/buttons on character sheet
-Added "winded" value to stamina tracker on main tab of character sheet
-Replaced initiative with "gone" checkbox on combat tracker
-Added three new categories (Abilities, Ancestries, Classes) under character sidebar folder
Bug Fixes:
-various minor UI issues
-Updated "abilities" tab of character sheet so that the "features" section only accepts story type templates.
Known issues:
-Adding new ancestries and classes has a bug where you have to close and reopen the window to add new text fields.
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Vass_Dts
September 23rd, 2024, 00:40
I'll be keeping a very close eye on this. Great job, EXXODIS.
koboldling
September 23rd, 2024, 01:06
Draw Steel Playtest.mod is an independent product published under the DRAW STEEL Creator License and is not affiliated with MCDM Productions, LLC. DRAW STEEL © 2024 MCDM Productions, LLC. :
https://www.mcdmproductions.com/draw-steel-creator-license
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Made a module for the Playtest. It includes everything needed for character creation.
This is only for the playtest and does not include higher levels or some of the newer classes.
Including:
1. The step by step hero making guide
2. Ancestries
3. Cultures
4. Careers
5. Classes
6. Kits
7. Basic Free Strikes
Let me know if there are any issues.
Might work on adding the bestiary as a module next.
EDIT: DELISTING THIS. I had to copy over the info for this by hand. and it took forever for just the 1st level. Don't think i'll be capable of doing the entire book in any timely manner.
Nylanfs
September 23rd, 2024, 13:53
Also to add, I am Not a Lawyer, more importantly I'm not YOUR lawyer.
huh, that's interesting.
You can reuse and freely reference the DRAW STEEL text, mechanics, and game rules, including proper names, locations, and characters.
They aren't including any of the virtuous cycle wording from the OGL, So third party publishers will STILL need to iron out licenses if they want to utilize another's materials
Which means that if anyone wants to make a module of material from somebody OTHER than MCDM for the Draw Steel system (is that the name of the system, or JUST the license, not totally clear)
EXXODIS
September 25th, 2024, 00:13
New update! (v.060)
Added Features:
-Abilities now have a power roll button at the top left
-Ability power rolls will display the tiered results of the ability
Bug Fixes:
-Some code consolidation to simplify character sheet information
-Changed the name of some source classes for future proofing (your characteristic scores might be overwritten)
-Fixed bugs on the skills tab
Known issues:
-Adding new ancestries and classes has a bug where you have to close and reopen the window to add new text fields.
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koboldling
September 25th, 2024, 23:52
Ooh a power roll button sounds nice.
I have the module up on the forge now as well.
https://forge.fantasygrounds.com/shop/items/1925/view.
Going to delist this. I copied most stuff over by hand. and that took forever for just 1 level. I don't think it's going to be feasible to do it for the whole finished book.
Vass_Dts
September 26th, 2024, 04:42
Love the work so far. Um, just one note. I have no idea what involves developing a ruleset and what you need to do to piece this together, but one thing wrecking havoc on themes other than the default, is the font colors you've put on the sidebar as well as the color of the sidebar icons. They override existing themes and in the case of the darker ones, they are illegible (the icons, not the fonts; but the latter don't mesh well with some themes). No idea if it's an easy fix or not, but thought I'd mention it. :)
koboldling
October 2nd, 2024, 20:59
Question on the dice rolls for abilities. What command do we need and where do we need to put it in order for it to register properly.
EXXODIS
October 4th, 2024, 15:49
I have noticed that. I believe it's because I based my ruleset off of an older version of the CoreRPG ruleset. Theoretically it should be as "easy" as pulling in the latest changes to CoreRPG into my ruleset. I'll give it a look!
EXXODIS
October 4th, 2024, 15:51
Currently I don't have chat command/text rolls supported. Any power rolls for abilities should be done through the blue button on abilities. Or you can drag and drop 2d10 into the chat and it will recognize it as a power roll.
koboldling
October 6th, 2024, 05:48
I meant, how do we get the ability buttons actually working? the power rolls on the character sheet work great, but I can't seem to get the ability rolls to work. Thought maybe it needed a formula placed somewhere, but I guess not.
EXXODIS
October 7th, 2024, 20:08
Make sure you are adding the characteristic number bonus to the ability (where it says "Power Roll +"). If you leave it blank, it won't work. I think I'll add an update that will allow it to work even if it's blank for the future.
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EXXODIS
October 7th, 2024, 21:23
Love the work so far. Um, just one note. I have no idea what involves developing a ruleset and what you need to do to piece this together, but one thing wrecking havoc on themes other than the default, is the font colors you've put on the sidebar as well as the color of the sidebar icons. They override existing themes and in the case of the darker ones, they are illegible (the icons, not the fonts; but the latter don't mesh well with some themes). No idea if it's an easy fix or not, but thought I'd mention it. :)
Could you provide me with some examples of what you are seeing (screenshots of the bad icons/font colors)? I mostly use the legacy: baron or core themes so I'm not sure what themes you are using.
Vass_Dts
October 8th, 2024, 17:37
Could you provide me with some examples of what you are seeing (screenshots of the bad icons/font colors)? I mostly use the legacy: baron or core themes so I'm not sure what themes you are using.
It displays okay now. When I took this for a spin, I was at the time using the TEST channel, so that might be an issue. I just tried it now in LIVE and everything is displaying just fine. You may wanna replace the sidebar icons with the ones currently used in the core ruleset though. All of them are now smaller to accommodate the newer themes, and the d20 icon used in the dice sidebar button is also different.
koboldling
October 9th, 2024, 17:32
Oh it's a number field. okay. Thought you had to put whether it was might, agility etc. or the entire formula. Hadn't thought to just put a single number. Thanks.
EXXODIS
October 27th, 2024, 20:47
With the newest playtest packet out for Draw Steel, this ruleset is now a bit obsolete.
I didn't have any plans to make further updates but it seems quite a bit has changed with the rules.
I might consider working on an update if I find some help gathering what all has changed with the latest rules.
EXXODIS
November 18th, 2024, 15:10
Update: waiting on the next public playtest, then I will work to update this ruleset.
I've been following the development progress and I'm so excited to see what all changes!
joel C
December 26th, 2024, 18:22
Any idea on when how soon you'll be updating for the newest packet?
EXXODIS
December 26th, 2024, 19:19
The newest backer playtest packet has been released. It is a HUGE packet with lots of updates and changes.
I will spend some time this weekend looking over what has all changed.
I will first focus on updating the character sheet.
My plan is to work on providing one huge overhaul update for this ruleset to work with the latest backer playtest.
Any active changes I make will be on test channel. Once I have sufficiently tested all the small changes, I'll release a build on the live channel.
EXXODIS
December 26th, 2024, 19:29
Character Sheet To-do:
-add surges to main tab
-change name of kits to "modifiers"
-edit kits to now be modifiers (new fields for what type of modifier it is)
-add a place for perks to be recorded
-create new character sheet tab "projects"
Feel free to reply with any additional changes you think I should make (for player character sheets or for anything else in general).
Zetesofos
December 26th, 2024, 20:53
Awesome work! Thank you so much.
Please consider the options below a WISH LIST in the highest order. After I finished making it, I realized its a LOT to ask of a small team, let alone one person, so please understand these are nothing more than welcome QoL and helpful additions. None of these are essential, and can be gone without - but would make the experience more enjoyable.
Character Sheet
Main Tab
A section for your Subclass at the top would be nice
Since skills are completely cut off from attributes, I might recommend to move them to blank lines on the 1st Tab, similar to damage immunities - that way they ware front and center
If you can add a button next to Class Resource that allows you to customize an input (so either 1d3, 1d3+1, or a flat value), and the resource increases when you click it, that would be *chefs kiss* awesome.
Surges would likely be best near the Class Resource
POTENCIES (almost forgot them) - it would be good to have a box that lists the potency values for your weak, average, and strong values (maybe right above class resource). If you can have them auto calculate off stats, great - but manual entry is just fine - they don't change very often).
You could probably remove Reach from the 1st Tab, as all distances are based on abilities. Also size could use some way to mark it as 1T, 1S, 1M, or 1L respectively.
A place to track XP (probably on tab 1 next to Victories)
Its different for everyone, but if it matters, tracking damage is sometimes easier than tracking total stamina. I might recommend that stamina box change to damage; and if you can code it to turn orange when it equals winded, red when it equals maximum, and grey when it equals negative winded, that would be pretty cool.
A quick button for saving throws that you can click to roll a d10, as well as an edit box to add a modifier (with 6 or higher being a success).
A section for Movement Keywords for characters on the first page (near immunities & weaknesses presumably)
A Section for Wards or other defenses (text entry only), would be very useful
Ability Tab
On the action tab - as cool as it is to have boxes sorted by action type, it can be hard to find some actions with the scroll window - UI wise, just having a single list of action slots, with maybe a header like those used on the D&D 5E ability tab (if you're familiar) would be much more user friendly! Sections I would Include (in order) are: Actions, Maneuvers, Triggered Actions, Features, Ancestry Traits, Modifiers, Perks, Titles, Languages.
If that's too many for one tab - then I would do Actions on one Tab, and Features on another (Active vs Passive)
For Modifiers, the fields you need to add are: Name, Categories (weapon, magic, psionic as well as types of weapons or armor), Stamina Bonus, Speed Bonus, Stability Bonus, Melee Damage Bonus, Ranged Damage Bonus, Magic Damage Bonus, Psionic Damage Bonus, Distance Bonus, and Disengage Bonus. I might also add a final box for special - just as a catch-all for anything that might come up in the future.
for players to reference. They only need to see the names of skills they have, not all of them, so it likely won't be a large section
A section for Wealth added, likely next to renown is (you can also remove the 'title' line as that will have its own section.
Skills Tab
If you move the skills box to the main tab, you can just eliminate this tab (and probably replace with the Projects Tab. Maybe call it Downtime?
Projects or Downtime Tab
In the tab for projects, I might also add a section for followers - so you can list their name, type, assigned project (if any), and maybe open text if there is any info about them story-wise
Projects tab could probably have 3 sections: Active Projects, Available Projects, and Followers
Active projects should have the following sections: Name, Characteristics, Goal, Current. Ideally, you can fit that all compatctly on one line.
Followers ideally would be similar, with the following sections: Name, Characteristics, and Assigned Project
Available Projects could be text entry like abilities that have a template box to fill, with the following categories: Item Prerequisite, Project Source, Project Roll Characteristic, Project Goal, Text Entry.
Notes Tab
Remove Titles line, titles box, and languages box, project, and project points. Add a line for Culture (text entry), Add Wealth, Current Followers, Maximum Followers
Inventory Tab
In the inventory, if you can add a category for Items, so they can be marked as mundane, treasures, etc (and/or even a sub category for type of treasure)
For the Director End
NPC's
If you could create a few boxes for NPCs at the top for the following categories, it would be VERY helpful to run monsters: Level, Organization, Creature Role, Keywords.
Pie in the sky idea, but: if you could create entry lines with links on the 1st tab of a monster block, then when opened - it would have the ability template the players have: Keywords, type, Distance, Target, Power Roll, Tiers, Trigger, Effect, Special, and also Malice. Having to move between the main tab and abilities tab to look for a monsters ability then back to main to roll the die for each monster is a struggle, so if I had to pick an improvement, it'd be that.
Minor edits for NPC stat blocks:a). can remove reach b). Adjust size to work like PC's (really just needs to be able to accept letters as well as numbers, no more than 2 characters c). rename speed to movement [keywords]. d). Minions now have a 'with captain' feature, so adding a line for that would be helpful!
Combat Tracker
If there is any way to track Malice, that would be AWESOME. Currently, the best idea I can think of is to just put a box IN the combat tracker at the bottom that just says malice, and lets me adjust the number. I would presume that's simple, and we can adjust numbers manually - but that way I have it immediately where I need to see it. Bonus points if it can be set to increase automatically with each round.
QoL - but if its possible to make the Turn and Triggered Action markers visible to players, that would be super helpful. Also, if there is a way to make a monster's stamina visible to players with a toggle (even just global on/off), that would be excellent too!.
BROWNIE POINT OPTION ;) -- Add a button to the Encounter option that will add up all the EV of each monster in an encounter.
I THINK That's everything. Thank you again so much. None of these are 'essential', but all are definitly big QoL improvements that I "hope" are relatively easy individually to implement, but I'm not the coder, so whose to say. I'll check back here if any detail questions come up.
joel C
December 28th, 2024, 02:56
Awsome, really appreciate your hard work!
EXXODIS
December 29th, 2024, 01:07
I have just now uploaded the latest build into the test channel for the ruleset.
Here is the changelog (build 32):
Character Sheet Changes
Main Tab
Subclass section added
Created new text line for skills
added Surges next to Class Resources
Added section for weak, average, and strong potencies
Removed "reach" from stats
Added new "XP/Epic" stat
New section for Movement Keywords
Kits Tab
The Kits Tab has been renamed to Modifiers Tab
Various updates to adjust for the different types of modifiers (Kits, Wards, Augmentations, etc.)
Ability Tab
The abilitiy tab has been removed and replaced with the Actions Tab and Features tab
Skills Tab
Skills Tab has been removed.
Notes Tab
Removed Titles line, titles box, project, and project points.
Added Wealth level, Current Followers, Maximum Followers
Inventory Tab
Wealth level has been added here also
I will continue to work on other features and some bugs that have popped up.
Once a more stable build is ready, I will post it into the live channel.
EXXODIS
December 29th, 2024, 03:31
New update!
v.070 includes the following changes
Character Sheet
Subclass has been added to the character sheet header
Skills tab has been removed, skills are now on the main tab
Added potencies to main tab
XP/Epic stat added to main tab
movement keywords added to main
ability tab has been removed (and replaced by two new tabs: actions and features)
kits tab has been renamed to modifiers
new other tab for tracking projects, titles, and perks
slight changes to notes tab
wealth level added to inventory tab
NPCs
NPC "Type" renamed to "Keywords"
Level added to NPC
Creature Roles added to NPC
Renamed "Speed" to "Movement"
Removed weight
Changed Size to a string column instead of a number
Combat Tracker
Added Malice tracker in the botton left of combat tracker
Known issues:
There seems to be appearance issues for any other themes other than the "Theme: Core" extension.
I believe this is due to the fact that when I first made this ruleset, I made a copy of the CoreRPG ruleset and edited it from there. However there have been some quite big updates to FGU the past couple of months that has changed how the CoreRPG ruleset work. In retrospect I should have found a way to make a ruleset that REFERENCES the CoreRPG ruleset instead of it having all the old CoreRPG code in it. This isn't really something I want to change as it would require a lot of work. But for now, if you use the "Theme: Core" extension the colors and icons should be easily visible.
EXXODIS
December 30th, 2024, 17:02
New update!
v.070 includes the following changes
Character Sheet
Modifiers tab has been updated to scale with character sheet window correctly
Actions tab now has sections for "Actions", "Signature Abilities", and "Heroic Abilities" for better organization
Features tab now has sections for "Ancestry Traits" and "Class Features"
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EXXODIS
December 31st, 2024, 02:30
New update!
v.0724 includes the following changes
Character Sheet
-removed "weak,average,strong potency" scores from main tab (these can be recorded in individual abilities or found in class features. I don't think they are important enough to have front and center).
-added *COLORS* to stamina (temp stamina is always blue, current stamina is either green if above winded, yellow if below winded, or red if dying
-some various UI bugs that were not allowing me to edit features and abilities lists.
Known Issues:
Run using the officially provided "theme: core" extension. Colors get all wonky and text is hard to read on other extensions.
LordEntrails
December 31st, 2024, 02:38
Custom Rulesets usually go in the Armory/Rulesets Rulesets (https://www.fantasygrounds.com/forums/forumdisplay.php?92-Rulesets) forum. Would you like me to move this thread there?
EXXODIS
December 31st, 2024, 04:21
Sure thing! As long as the link on the forge item is to the correct forum posting.
That way people can use that link to hop in here and ask questions.
LordEntrails
December 31st, 2024, 05:11
Sure thing! As long as the link on the forge item is to the correct forum posting.
That way people can use that link to hop in here and ask questions.
Moved and left a redirect. Tested the link from your Forge item page and its all good.
Let me know if you encounter any issues :)
Babels
April 10th, 2025, 19:18
EXXODIS,
Can you give an example of an NPC Monster sheet and how to script damage? I'm using example:
≤11 or lower; Bluster (damage): 5
and it doesn't seem to be applied to Stamina when rolled on a Hero.
Thanks!
EXXODIS
April 11th, 2025, 16:42
Hello!
Damage is not auto-applied to a character or NPC's stamina. Stamina will have to be manually tracked.
All tiers are doing is just displaying the results to the chatbox.
If you are wanting to create a new ability that has multiple tiers of damage/effects, you can create a new ability in the Ability windows underneath the Character tab.
Babels
April 11th, 2025, 16:48
Thanks, Exxodis! And thank you for making a Ruleset that makes it possible to run Draw Steel. I'm so happy to be able to introduce the system to our table!
EXXODIS
April 11th, 2025, 16:58
I hope your players have fun! Let me know how it goes!
EXXODIS
May 10th, 2025, 16:22
New update! (v.08) LITE
Performance Adjustements:
-Removed coreRPG ruleset files from ruleset
-Layered the new "lite" ruleset on top of live coreRPG
Bug Fixes:
-The context menu now displays correctly
Most of the big changes are re-basing the entire ruleset on the live version of the core-rpg so we don't run into any more new feature errors.
Otherwise whenever the core-rpg gets update I have to update everything or the ruleset breaks.
I'll be putting out a v.081 that will be an overhaul of the existing combat tracker system.
after that, I will take some time going through feature requests to see what I can add.
I am always nervous on replacing features because active players might lose valuable data. So I am hesitant to change the character sheet too much.
Babels
May 10th, 2025, 17:12
I hope your players have fun! Let me know how it goes!
We had a blast! Thanks again for all your efforts.
EXXODIS
May 10th, 2025, 21:41
New update! (v.081)
Bug Fixes:
-Moving tokens on a map no longer causes an error
-Portraits of active characters ("characterlist_entry") are fixed
-Character Selection UI is restored
EXXODIS
May 12th, 2025, 15:24
New update! (v.082)
-Update to NPC (monster) statblocks to better integrate monster abilities
Future updates:
Overhaul of Combat Tracker
Backend changes to using the latest version of the Core-RPG ruleset
EXXODIS
May 31st, 2025, 22:51
New update!
v.085 includes the following changes
Changes
NPC names and tokens bug fixed
Fixed annoying error message when opening the "Assets" folder
Changed the "Modifiers" tab to say "Kit | Ward" and moved the notes to underneath
Continued working on removing all the dependencies on older CoreRPG Ruleset files
Developer Notes:
Due to that last bullet, a lot of the code has been changed. Please let me know if you find any bugs or issues (there are bound to be some).
Also, the combat tracker is currently OOC. My goal is to have the next update focus on restoring the Combat Tracker! There wasn't a way to upload a build that didn't include the combat tracker WIP feature I've been working on. Thank you for your patience and understanding
knorbet77
June 8th, 2025, 02:23
When opening a Monster sheet from either the combat tracker or double clicking a token on the map, I am getting the error in the attached image. Note this is an existing campaign, so I'm not sure if it would exist in a new one or not.
64539
I would also note that it doesn't consistently happen. But at least once every 3 or 4 attempts.
Stormhaven93
June 14th, 2025, 06:26
i've been trying to add new Ancestries and classes and i've been getting errors, making the new Ancestry or class is fine, but the moment i open it i get an Error.
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This is the Error, at first i thought i was doing something wrong. now i'm not sure after reading the full thread.
EXXODIS
June 27th, 2025, 18:17
When opening a Monster sheet from either the combat tracker or double clicking a token on the map, I am getting the error in the attached image. Note this is an existing campaign, so I'm not sure if it would exist in a new one or not.
64539
I would also note that it doesn't consistently happen. But at least once every 3 or 4 attempts.
This is because the way the monsters were coded have changed. Sorry for the impact to your existing campaign statblocks :( Going forward this shouldn't be an issue for creating new statblocks
EXXODIS
June 27th, 2025, 18:21
i've been trying to add new Ancestries and classes and i've been getting errors, making the new Ancestry or class is fine, but the moment i open it i get an Error.
64582
This is the Error, at first i thought i was doing something wrong. now i'm not sure after reading the full thread.
Hey! Thanks for bringing this to my attention. I will open a bug for these. I must have missed this during the code cleanup that happened a few updates back.
EXXODIS
June 27th, 2025, 22:48
New update!
v.090 includes the following changes
Changes
Implemented the new Combat Tracker
Bugs
Currently an issue when creating new records for Classes and Ancestries
I will be looking into this. There is a workaround for those who want to create new Classes/Ancestries:
1. Open Ancestries/Classes
2. Click on the green plus symbol to add a new record (ignore the warning message)
3. Click on the newly created record (ignore the console)
4. Select which sections you want by clicking on the corresponding buttons
5. Lock and unlock the record
6. Close the record
7. Reopen it
EXXODIS
June 27th, 2025, 22:50
I have recorded a quick tutorial video explaining how the combat tracker works:
https://www.youtube.com/watch?v=BfLTXL1J6CQ
ImSoEnso
June 30th, 2025, 18:51
I've been using this ruleset for several weeks - thanks for making it!
I am going to document some errors.
When I create a new Data item I get an error:
Script execution error: [string "CoreRPG:scripts/mamager_record.lua"]:35: openWindow: Invalid parameter 1
I cannot drag and drop items into a character sheet inventory tab, nor distribute items from the Player Sheet inventory tab. But I imagine you already know this functionality is missing.
EXXODIS
June 30th, 2025, 19:54
I've been using this ruleset for several weeks - thanks for making it!
I am going to document some errors.
When I create a new Data item I get an error:
Script execution error: [string "CoreRPG:scripts/mamager_record.lua"]:35: openWindow: Invalid parameter 1
I cannot drag and drop items into a character sheet inventory tab, nor distribute items from the Player Sheet inventory tab. But I imagine you already know this functionality is missing.
Hey! Can you give an example of creating a new Data item? I want to troubleshoot this.
I will look into the inventory tab and player sheet inventory
ImSoEnso
June 30th, 2025, 19:58
Hey! Can you give an example of creating a new Data item? I want to troubleshoot this.
I will look into the inventory tab and player sheet inventory
I'm not sure what else to say about it. I have Data items saved. I click the 'plus' symbol to add a new one. The new Data item is created, but not opened automatically. The log shows the error I posted above.
EXXODIS
June 30th, 2025, 21:01
It looks like something is trying to reference the file CoreRPG:scripts/mamager_record.lua
Probably a typo on my end. I have double checked and it no longer exists within the code.
I was not able to replicate the error on my end :/ You might be running an older version of the ruleset.
Please try updating your fantasy grounds and let me know if it persists!
ImSoEnso
June 30th, 2025, 21:21
It looks like something is trying to reference the file CoreRPG:scripts/mamager_record.lua
Probably a typo on my end. I have double checked and it no longer exists within the code.
I was not able to replicate the error on my end :/ You might be running an older version of the ruleset.
Please try updating your fantasy grounds and let me know if it persists!
That's an odd possibility. I update every time I launch FG, which I have done several times in the last few days. The error being discussed has persisted for me for at least 2 weeks. I just quit the app and updated - there was an update for the ruleset - and relaunched. The problem persists.
I just started a new campaign to see if that changes anything. Brand new campaign; I create a Data item. The error occurs.
The error prevents the newly created Data item from opening, but if it can't be recreated and is not reflected in the code base I'm at a loss.
When I use the Templates button to launch the Story Templates window, and create a new Template, that works as intended, as do the other UI elements I tested. It's just the Data collection that displays this problem for me.
Well, it's just a minor annoyance. The lack of drag-and-drop for items is actually a gameplay problem.
EXXODIS
June 30th, 2025, 21:44
Aha! Now I am getting it. I thought you meant "whenever I create a new item" but you specifically mean an item in the Data window underneath Campaign header in the sidebar. I will take a look at this and try to push an update to address both of these.
EXXODIS
July 3rd, 2025, 21:23
New update!
v.096 includes the following changes
Changes
Renamed "Data" to "Story" to reflect the code it's using from CoreRPG
A LOT of weeding through old code. As I've mentioned before, I started this ruleset by
copying everything from CoreRPG. The past couple of updates I have been slowly working to
delete all the CoreRPG code from this ruleset.
Bug fixes
You can now add items to your character's inventory
Creating new ancestry traits and class features will no longer bring up the ability creation window
Fixed the error that was happening when trying to create a new story entry
Fixed parts of the character sheet that weren't editable
Important Information regarding this update:
If you previously had classes or ancestries, they have moved. You will find them in the new "Story" button on the sidebar.
My goal is to scrap the current code for ancestry and classes to make new custom windows for each.
ImSoEnso
July 4th, 2025, 11:13
I got another bug for you.
Open up any selection from the Monster panel - that is, click the link to look at any monster's details -- OR make a new one, allowing it to auto-open the details window. Then click on the icon thumbnail at the top right of that detail window, to open the Pictures and Tokens window for that monster.
Now lock or unlock the Details window OR the Pictures and Tokens window.
An error is thrown: Script execution error: [string "W:pictures_content"]:3: attempt to call field 'onLockChanged' (a nil value)
EXXODIS
July 4th, 2025, 18:25
Is this a bug you are experiencing often? I'm sure there are small bugs throughout the system, and this one seems to not be a priority. I will log it on the bug list, but this is not a priority at the moment. I'm still working to implement main features like class and ancestry records, and working on implementing damage.
ImSoEnso
July 4th, 2025, 18:28
Yeah, it not being a priority makes sense to me. It's a niche situation, easy to avoid, and just a click-once annoyance if you don't.
ImSoEnso
July 4th, 2025, 20:33
I've got another that's a bit more significant.
As far as I can tell, for any monster, only the first ability - the one at the top of the list when you click the Abilities tab - works for rolling the dice from that window. Any abilities below that top one, when you click to roll, they give you a result from the top one. So effectively only one Ability can be used on the Sheet for any monster, excepting if you want it there for informational purposes only and will roll by manually.
ImSoEnso
July 6th, 2025, 18:12
Session breaking bug has been introduced - players cannot select characters. Seems to be a dependency problem. Here's the error message.
script execution error: [string "CoreRPG:..ripts/charselect_client_entry.lua"]:16 attempt to call field "requestIdentity" (a nil value)
And the client won't load for my players. The function buttons are unavailable.
EXXODIS
July 6th, 2025, 18:34
New update!
v.097 includes the following changes
Changes
Abilities sidebar tab is now located underneath "character"
Improvements made to the filter section of abilities (still a WIP)
Fixed a bug that was causing character's stamina to "flicker"
Ancestry tab (WIP)
Classes tab (WIP)
Details
Abilities now include a characteristic button that automatically adds the stats of the NPC/PC to the roll! To adjust, unlock the ability and click on the box to change the used characteristic
ImSoEnso
July 15th, 2025, 18:48
Session breaking bug has been introduced - players cannot select characters. Seems to be a dependency problem. Here's the error message.
script execution error: [string "CoreRPG:..ripts/charselect_client_entry.lua"]:16 attempt to call field "requestIdentity" (a nil value)
And the client won't load for my players. The function buttons are unavailable.
These problems are still there; they haven't been resolved in the last couple of updates (though the associated errors may have changed. My players still cannot select a character, and on their clients there are no "category-buttons" on the top right (see attached image - it is from a low-res Discord stream so the resolution isn't great, but it shows the latter problem).
I'll note here that all my players are on the free licence. As the Director on an Ultimate License, I don't see any of these problems.
64842
EXXODIS
July 18th, 2025, 04:01
New update!
v.099
PLEASE BACKUP ALL YOUR SAVED DATA AND YOUR CURRENT DRAW STEEL RULESET FILE
This is a big change and data structures have changes, which means you will need to create new character sheets (or heavily update existing ones)
Changes
EXXODIS
July 18th, 2025, 14:07
These problems are still there; they haven't been resolved in the last couple of updates (though the associated errors may have changed. My players still cannot select a character, and on their clients there are no "category-buttons" on the top right (see attached image - it is from a low-res Discord stream so the resolution isn't great, but it shows the latter problem).
I'll note here that all my players are on the free licence. As the Director on an Ultimate License, I don't see any of these problems.
64842
Hi! So I was testing the other day with some clients and found that the player clearing their cache, will fix most of these problems (and will restore the sidebar). They need to go into their fantasy grounds folder, go into the "cache" folder and delete the folder that is named after the campaign.
For the character sheet issue, there is a workaround. They will only be able to use the character selection screen to assign unassigned characters. Once they have clicked on a character (or pressed the + create character button on the character selection screen), their character sheet will become accessible by clicking on their profile in the top left of fantasy grounds. From there, they can access the character sheet by clicking on their portrait or by dragging the character sheet to a hotkey below for easy access.
Here is a video that shows the character assigning process:
https://youtu.be/RnaOTE_OVqI
EXXODIS
July 25th, 2025, 18:40
New update!
v0.2
Changes
- Added support for classes and character building features.
- Reworked the monster record main page layout to be more similar to the book layout.
Please check the draw steel ruleset forge page to see a list of community-made data modules.
ffujita
July 25th, 2025, 19:35
I'm not sure if questions about the community modules for this ruleset go here or in the extensions forum, so excuse me if I'm in the wrong place.
In the Ancestries Module, there isn't a Dwarven ancestry. Is this intended or an oversight, or is there some problem such that it will be added soon? What do I need to know to create the Dwarven ancestry myself? Thanks!
EXXODIS
July 26th, 2025, 23:59
For the modules I manage this is as good a place as any.
There were a few ancestries that were not included in the original .mod file due to a coding error.
This has been resolved and now all 12 ancestries are available. You might need to run an update on your fantasy grounds to see it!
ffujita
July 27th, 2025, 00:27
Awesome!
Henix
July 29th, 2025, 18:09
Hi! In the Ancestries Module, i can't still see some ancestries, like: Devils, Dragon Knights, Dwarves, Time Raiders.
I also tried creating a new campaign to see if that was the problem, but the missing ancestries are still the same.
Thank you!
ffujita
August 1st, 2025, 16:33
Just to confirm, I also didn't see the new ancestries on the 29th as Henix indicated, but today on the 1st, they are showing up. I'm guessing that when a module is updated by the author, it takes a while for Fantasy Grounds to pack that new version of the module into their updates.
EXXODIS
August 1st, 2025, 17:44
Hi! It might've taken the module some time to get pushed. I have confirmed on a different device that they are all showing up now. Make sure you unload and reload the module, and are checking for updates. If the problem persist, please provide a screenshot of any errors, or screenshot the ancestry list so that I can see which ancestries are missing and provide further technical assistance :)
Bortolon
August 7th, 2025, 03:06
Sorry, but how can I complete clean the combat traker?
I mean, I can only clear enemys.
EXXODIS
August 7th, 2025, 14:40
Sorry, but how can I complete clean the combat traker?
I mean, I can only clear enemys.
Hey! The combat tracker is bugged currently. I'll be working on a patch TODAY to fix that.
Thank you for your patience!
Bortolon
August 7th, 2025, 16:37
I just realize I can switch the Party Tabletop List to alternative Combat Tabletop List (usualy left upper corner) and delete from there.
Bortolon
August 7th, 2025, 17:30
Thanks for the great job!
EXXODIS
August 7th, 2025, 17:31
I just realize I can switch the Party Tabletop List to alternative Combat Tabletop List (usualy left upper corner) and delete from there.
I have restored the combat tracker as of the latest update (v0.37). You can now once again right click on a hero entry to delete them from combat.
Ciao!
Lumineux
August 7th, 2025, 18:41
Hello,
I really appreciate the work you've done on this! I did notice one error that I can't seem to find a fix for. Whenever I try and set the size of a monster, it always returns to 1M by the time I close the monster's stats. At first I thought it might be related to the letter (i.e. 1L), but it seems changing it to a number (i.e. 2) reverts it as well.
EXXODIS
August 7th, 2025, 19:53
Hello,
I really appreciate the work you've done on this! I did notice one error that I can't seem to find a fix for. Whenever I try and set the size of a monster, it always returns to 1M by the time I close the monster's stats. At first I thought it might be related to the letter (i.e. 1L), but it seems changing it to a number (i.e. 2) reverts it as well.
I will investigate! Thanks for providing a screenshot
EXXODIS
August 7th, 2025, 20:30
Fixed!
EXXODIS
August 8th, 2025, 15:43
New update!
v0.4 includes the following changes
Changes
Languages added
Skills Tab of Character Sheet now show all skills
Improvements to monster statblock
Items now have fields for crafting/projects
Fixes to bring the ruleset in line with the new version of CoreRPG
And now for something a little new, but I wanted to post a roadmap of feature requests that I'll be working on. Let me know if you would like to see a certain feature!
Feature Roadmap for v0.5
General
Fully support languages
Combat Tracker
Add a "I'm ready" flag for players
MALICE tracker!
Character Sheet
Hero Tokens should be the same across characters
Add links next to class and ancestry in character sheet
When an item is dropped on the character sheet, add the associated abilities or perks the item grants.
EXXODIS
August 19th, 2025, 17:15
FYI, there is a current bug where whenever you make a power roll, it fails to display the outcome of the roll (what tier and any effects). Hopefully I can get out a fix soon. In other news, we are posted the Monsters module for Draw Steel! It's still a WIP (like the classes) so it will be updated over time. Data entry just takes a while!
Xarax
August 24th, 2025, 00:59
Exxodis, thank you so much for this labor of love. Really appreciate what you are doing here. My gaming group is super excited to try draw steel and you are making it possible.
a few bug to report: Maneuver/triggered section of the abilities tab is not allowing you to delete. Picture included.
65220
Something I noticed as well filling in the Monsters: Main tab > Organization, Role, and the box used for EV descriptions are not displaying what is written in that field correctly.
65221
In the second picture shown Minion box has "minion ambusher" written in, the EV description box has "for four minions" the Organization tab has the same bug.
It might also be useful to have a section or a tab available for Monster Malice features.
I love the idea of having a malice tracker and the hero tokens working across the character sheet.
Thanks again for all you are doing for this project!
ffujita
August 26th, 2025, 22:16
Loving the work you've been pouring into this project. I have a low priority feature request: On the Features tab of the character window, it would be nice if we could allocate more room to the top two boxes, the Ancestry Traits and the Perks & Titles. Ideally, you could drag the bar dividing the top 2 from the bottom 2 up and down. As it is, I can increase the space to the bottom two boxes by making the whole window bigger, but have to scroll up and down for the top 2 boxes. Like I said, low priority but useful QoL addition :)
Also, if the Abilities module could include the standard abilities that all classes can do, like charge, defend, swap, etc. That would make it so the players can choose to include them on their character sheets, the better to ponder what to do.
EXXODIS
August 29th, 2025, 17:18
Loving the work you've been pouring into this project. I have a low priority feature request: On the Features tab of the character window, it would be nice if we could allocate more room to the top two boxes, the Ancestry Traits and the Perks & Titles. Ideally, you could drag the bar dividing the top 2 from the bottom 2 up and down. As it is, I can increase the space to the bottom two boxes by making the whole window bigger, but have to scroll up and down for the top 2 boxes. Like I said, low priority but useful QoL addition :)
Also, if the Abilities module could include the standard abilities that all classes can do, like charge, defend, swap, etc. That would make it so the players can choose to include them on their character sheets, the better to ponder what to do.
Oh these are great suggestions! I'm going to make default abilities TODAY and then I will work on better spacing the features tab. Thanks for the suggestions!
dendarii
August 30th, 2025, 10:49
Thanks for this Exxodis! Amazing!
I'm just starting to poke around and found a small bug: the Hesitation is Weakness ability on the Shadow class record is not linked to the ability (found it in the Abilities list, though, so have added it that way).
EXXODIS
August 30th, 2025, 14:09
Thanks for this Exxodis! Amazing!
I'm just starting to poke around and found a small bug: the Hesitation is Weakness ability on the Shadow class record is not linked to the ability (found it in the Abilities list, though, so have added it that way).
Thanks for the report! I have fixed it and will push an update shortly
Xarax
August 30th, 2025, 21:19
Minor bug report: Monsters Sheet > Abilities Tab > 10th Ability down: Keywords and Type are smooshed together and share a line.
Thanks again for all you are doing!
frozzzt
September 6th, 2025, 03:59
Great to find this! Really wanna try this, Draw Steel rules and ideas sounds AMAZING. Great job on this ruleset!
EXXODIS
September 9th, 2025, 22:20
Minor bug report: Monsters Sheet > Abilities Tab > 10th Ability down: Keywords and Type are smooshed together and share a line.
Thanks again for all you are doing!
Resolved :)
EXXODIS
September 9th, 2025, 22:22
Great to find this! Really wanna try this, Draw Steel rules and ideas sounds AMAZING. Great job on this ruleset!
Thanks! It's been a lot of work and it still has a way to go before it is feature complete, but it works! I'm happy to have a great community of FGU players that let me know when there are bugs and what to change!
Morfedel
September 10th, 2025, 00:03
So, new to the thread here, just started looking into Draw Steel. This up to date with the final rules? And how much is it missing if any from the final?
EXXODIS
September 18th, 2025, 19:45
So, new to the thread here, just started looking into Draw Steel. This up to date with the final rules? And how much is it missing if any from the final?
Yes, all the data from the modules is based off of the latest version of the game (v1.0). There might be a few things missing but for the most part, it's there.
Morfedel
September 21st, 2025, 03:08
Yes, all the data from the modules is based off of the latest version of the game (v1.0). There might be a few things missing but for the most part, it's there.
ok thanks. Can you import characters generated from Forge Steel by chance? Or is there a characer generation wizard? One or the other of those would be fantastic.
EXXODIS
September 22nd, 2025, 03:52
ok thanks. Can you import characters generated from Forge Steel by chance? Or is there a characer generation wizard? One or the other of those would be fantastic.
On the character sheet main tab, there is a yellow "!" button. If you press it, it will show you the steps to building a character.
Currently I do not have a way of converting a Forge Steel character sheet to Draw Steel. It is a very simple process though.
The only thing you have to do is add abilities by hand. All the base stats and features are added to your character sheet when you
drag and drop a class or ancestry onto your character sheet.
Shade18
September 25th, 2025, 06:37
EXXODIS, this is absolutely fabulous!!! Thank you so much for your hard work on this great game. So Glad I can start playing it in Fantasy ground because of YOU!!!
EXXODIS
September 25th, 2025, 15:54
Hey, thanks for the feedback! If you ever experience any issues or bugs, feel free to report them either here or in the fantasy grounds discord server (we have our own channel).
ffujita
September 25th, 2025, 20:33
In addition to the standard abilities, it would be great if you also included the standard maneuvers, like catch breath, grab, stand up, etc.... Also, if an ancestry trait (like Glowing Eyes as an example) provides an ability or triggered action, it would be nice if that triggered action was listed in the Maneuver/Trigger section in addition to the trait section. The idea being that you can look at that tab, and see all of the things that your character can do.
EXXODIS
September 25th, 2025, 21:22
Having the general actions as abilities is a great idea. I'll work on that today.
For the abilities that are tied to traits, it's a little harder to do. You can always open a trait, then drag the ability onto your character sheet.
I'm not sure if I have a way of directly adding abilities, especially optional ancestry abilities.
EXXODIS
September 26th, 2025, 21:11
Big Change
- "Classes for Draw Steel" -> "Heroes for Draw Steel"
- includes all classes, kits, abilities, careers, ancestries, and perks in one module.
- Added book "Heroes" Chapter 10: Combat
PLEASE BACKUP any campaigns/characters BEFORE updating.
The other modules will still be available for a while then the plan is to completely remove them and just have two modules "Heroes for Draw Steel" and "Monsters for Draw Steel"
Xarax
September 27th, 2025, 18:45
Thanks for all the work that is happening on this project Exxodis! I am 5 sessions in using the program and I've got some suggestions:
-Monster Abilities could use an ability to delete an entire power or entry from the sheet rather than having to delete information from off of each line.
-the combat tracker is much more user friendly than it was but for some reason (maybe it's me) I can't seem to figure out a way to remove stamina from creatures (PC or NPC) if they have not already acted that turn.
-likely known but there is no unity between the stamina on the combat tracker and the ones on monster sheets or PC character sheets
-the ability to order and reorder the abilities on the monster sheet would also be beneficial
-hero tokens on the sheet is a great idea however it might be helpful to have an on screen representation of that. The Genesys system framework (link to the forum can be found here (https://www.fantasygrounds.com/forums/showthread.php?53302-Genesys-(FFG-RPG)-work-in-progress)) uses a pile of tokens that appear right next to the dice. My players have forgotten to use them for 3 of the 5 sessions. Having a table top reminder might be helpful.
forgive me if there is already a wishlist somewhere of features and recommendations.
Thanks again for all the work you are doing on this!
Xarax
September 27th, 2025, 18:48
Apologies. Double post.
EXXODIS
September 28th, 2025, 15:09
These are some great ideas. Love the idea of having hero tokens be displayed on the desktop - that I can definitely work on.
A "clear all" button for monster abilities is also a good idea. I can probably implement that too.
The stamina has continued to be the bane of my existence. I'm hoping that once I have more time to dedicate to programming, I can find a solution. It's on the list!
About re-ordering monster abilities - I know that one day I'm going to have to bite the bullet and change how monster abilities work. I ran out of time and implemented it in a way that I wasn't super happy with - and I think it shows. This will probably be a much later project - but I will keep this in mind!
There is a feature list I have posted on Discord but I will also post on here as well
Thanks for all the work that is happening on this project Exxodis! I am 5 sessions in using the program and I've got some suggestions:
-Monster Abilities could use an ability to delete an entire power or entry from the sheet rather than having to delete information from off of each line.
-the combat tracker is much more user friendly than it was but for some reason (maybe it's me) I can't seem to figure out a way to remove stamina from creatures (PC or NPC) if they have not already acted that turn.
-likely known but there is no unity between the stamina on the combat tracker and the ones on monster sheets or PC character sheets
-the ability to order and reorder the abilities on the monster sheet would also be beneficial
-hero tokens on the sheet is a great idea however it might be helpful to have an on screen representation of that. The Genesys system framework (link to the forum can be found here (https://www.fantasygrounds.com/forums/showthread.php?53302-Genesys-(FFG-RPG)-work-in-progress)) uses a pile of tokens that appear right next to the dice. My players have forgotten to use them for 3 of the 5 sessions. Having a table top reminder might be helpful.
forgive me if there is already a wishlist somewhere of features and recommendations.
Thanks again for all the work you are doing on this!
EXXODIS
September 28th, 2025, 15:15
Roadmap to v1.0
v1.0 is the feature complete ruleset that contains the original scope of the project.
To-do:
Feature: Heroes Book (create a system built-in book for rules reference) [1/14] (volunteer data entry help needed)
Feature: Add stamina field to "monsters" and "heroes" sections of CT
Feature: Replace "Heroic Resource" with the named resource of the class upon adding a class
Feature: Delete hero tokens from character sheets and CT. Create a new desktop item for hero tokens.
Feature: Add a "clear ability" button that sets all ability fields to " ".
Feature: Add "SE", "EoT", and "EoC" button next to conditions
BUG: Players cannot click on the "initiative gone" button on the CT
BUG: Have health bar on token automatically update based on the health percentage of a character/monster
After v1.0
These are items outside of the original scope of the project. They do not have priority until all of the above is completed
Proposed Feature: Rework abilities tab on monsters, make it more modular and pretty.
Proposed Feature: Minions update
Xarax
September 29th, 2025, 00:09
While we are wish listing:
The book talks about having a conversation with your table as to whether or not you want to malice behind the Director screen or in front of the director screen. An option to have a pile of malice tokens out there for the party to see but not be able to interact with at all is a great way to ratchet up the tension. "Yeah we just had a great round but look at all that malice the director just got!"
I know minions are after V1.0 but The genesys system framework I linked earlier also had a minion function, I don't know coding so i don't know if it will help, but there is work that has already been done that might inspire and prevent needing to reinvent the wheel.
Spyger
October 12th, 2025, 04:30
Thanks so much, and nice work, EXXODIS! Trying out the game for the first time tomorrow with the help of your ruleset.
I can probably help with data entry, so let me know the particulars.
One idea I have off the bat is Initiative Groups. It would be nice to link monsters together such that clicking "Go Next" for one shifts the whole group, particularly in the case of 5-monster Captain+Minions groups. Could save a lot of clicking and hunting!
Also, I'll have a complete set of Delian Tomb maps complete soon, with walls, lighting, etc. Haven't read through the Draw Steel license yet but I'd hope I can share that somehow to save others the trouble. Anyone have guidance there?
ColoradoGM
October 16th, 2025, 07:11
NPCs have a "go next" on the combat tracker that works to put them into the initiative order. But PC's red initiative flag isn't clickable for me.
Leprekorn
October 17th, 2025, 17:32
Sorry if I've missed it but how do I stop the dice appearing over the edges buttons etc
Spyger
October 18th, 2025, 00:37
@Leprekorn
There's a hidden Lock button at the top left of the dice widget. Imagine a rectangle surrounding the dice. Hover your cursor over the left side of it to reveal the lock button; then click it to unlock the position of the widget. Click (and hold) within that rectangle, but not ON the dice, in order to drag it wherever you like.
Leprekorn
October 18th, 2025, 07:05
Great thanks
JonStormbringer
October 20th, 2025, 17:23
First, thanks for all your work on this ruleset!
So I am converting the Delian Tomb from PDF to FG. I'm on the second section and I've run into a little problem I'm not sure if it's a FG problem or a ruleset problem. As little as a couple of weeks ago, I was able to use the cleanup text function when pasting from my PDF. Now, that option does not appear and I have to manually adjust the text or just use the Control + J option. It was much faster when the Cleanup button was there for copy and pastes.
So here is a screenshot from my Delian Tomb Campaign Book showing there is no Cleanup option while in the DS Ruleset:
65665
Here is another screen cap, but from within a test 5E ruleset, pasting the same text and it shows the cleanup button.
65666
Again, I don't know if this is a FG issue or a DS ruleset issue... The cleanup button was once in the DS ruleset because I used it for the first part of my conversion.
Thanks for any insight you can offer.
Sorontar
November 3rd, 2025, 21:04
Hiya Bud - great looking ruleset so far bravo ;)
I've just been looking at the ruleset over the last few weeks and having just joined a group about to plat DT we have came across a few errors on the character sheet
Anyone else get charsheet errors?65717
Cheers
EXXODIS
November 5th, 2025, 04:30
NPCs have a "go next" on the combat tracker that works to put them into the initiative order. But PC's red initiative flag isn't clickable for me.
This is now fixed as of the latest update! Players are now able to click "go next" flag button for their characters. This and more improvements to the combat tracker (hero stamina is still broken T-T)
EXXODIS
November 5th, 2025, 04:31
First, thanks for all your work on this ruleset!
So I am converting the Delian Tomb from PDF to FG. I'm on the second section and I've run into a little problem I'm not sure if it's a FG problem or a ruleset problem. As little as a couple of weeks ago, I was able to use the cleanup text function when pasting from my PDF. Now, that option does not appear and I have to manually adjust the text or just use the Control + J option. It was much faster when the Cleanup button was there for copy and pastes.
So here is a screenshot from my Delian Tomb Campaign Book showing there is no Cleanup option while in the DS Ruleset:
65665
Here is another screen cap, but from within a test 5E ruleset, pasting the same text and it shows the cleanup button.
65666
Again, I don't know if this is a FG issue or a DS ruleset issue... The cleanup button was once in the DS ruleset because I used it for the first part of my conversion.
Thanks for any insight you can offer.
Huh, I'll take a look. It could be possible that I'm overriding a new feature from CoreRPG. I will put this on the List (tm)
EXXODIS
November 6th, 2025, 22:56
New update! (v0.925)
Added Features:
-Respite button added to character sheet
-When you drag a class onto a blank character sheet, it replaces the "Heroic Resource" with the name of the class resource.
-Stamina/max stamina added to combat tracker
-Prettified the Malice header.
-"Delete all combatants" added to CT menu
New Automation (NEW):
-Respite button added to character sheet
-When you drag a class onto a blank character sheet, it replaces the "Heroic Resource" with the name of the class resource.
-Stamina/max stamina added to combat tracker
-Prettified the Malice header.
-"Delete all combatants" added to CT menu
Bug Fixes:
-Players can now click on the initiative flags to go
-'Manuevers|Triggered Abilities' section has been fixed
-Fixed an issue with the onDrop for classes for class features and choice features.
-Rolling for class resource no longer resets your resource number
Known issues:
-Hero stamina is not being tracked on the CT
-Players cannot take hero tokens from the pile
-Players cannot click on the initiative button on the CT
-Features tab has issues with creating and deleting features.
-"Clean Up Text" isn't an option in the right click menu for Book entries. (You can still use CTRL + j to clean up text)
EXXODIS
November 8th, 2025, 15:38
There has been an update to allow for automation for taking a respite, and gaining xp. This change will cause an issue for all character sheets made in the v0.9 update and earlier. XP used to be a string but now it is a number. Thankfully, there is a simple solution!
Export the character sheet by clicking the little export button in the top left of the sheet
Go to "C:\Users\[youname]\AppData\Roaming\SmiteWorks\Fantasy Grounds\saved characters"
Open the exported sheet
Search for the word "xptitle"
Replace the word "string" to "number" (images attached)
657506575165752
That fixes the issue! If you want, I'd be happy to help convert anyone's old character sheets into the new version if you are having trouble! The best way to reach me is via the Fantasy Grounds Unity official discord server: https://discord.com/invite/fantasygrounds
You can find me in the channel named #draw_steel
Thanks!
EXXODIS
November 8th, 2025, 15:52
Hiya Bud - great looking ruleset so far bravo ;)
I've just been looking at the ruleset over the last few weeks and having just joined a group about to plat DT we have came across a few errors on the character sheet
Anyone else get charsheet errors?65717
Cheers
Because this is in active development, sometimes I need to change names of certain variables which cause this issue. If you open a new character sheet, there will be no issues. To convert and older character sheet to a new version, you can edit the .xml (see my above post)
ffujita
November 8th, 2025, 18:44
Just tried to export the character sheet, using the button, and my entire FG died -- booted me back to the desktop. :( Possibly this is due to the new FG update? Or because I"m on Linux?
Frank
ffujita
November 9th, 2025, 03:20
Just tried to export the character sheet, using the button, and my entire FG died -- booted me back to the desktop. :( Possibly this is due to the new FG update? Or because I"m on Linux?
Frank
Okay, I replicated this behavior using the Sample 5e campaign and one of the pre-existing D&D characters. So it's not a problem with the Draw Steel ruleset.
Frank
Moon Wizard
November 9th, 2025, 04:33
It’s an Linux issue related to the file dialog UI and the graphics engine compositor on Linux.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1997012993/Linux+Starting+FGU+with+Wayland+Instead+of+x11+Com positor
Regards,
JPG
JonStormbringer
November 9th, 2025, 18:26
Possible Bug: Heroic Resources name change does not happen for the Censor. It works for all other classes.
EXXODIS
November 9th, 2025, 21:30
Possible Bug: Heroic Resources name change does not happen for the Censor. It works for all other classes.
I'll take a look! Thanks for the report
SmudgeTheIgnored
November 12th, 2025, 01:30
The ruleset has been amazing. It has been super helpful. Used it for many weeks now for my games. Thanks for this!
Quick question: If a character hasn't gone yet, I cannot edit their conditions in the combat tracker. Am I missing something, or is this an outstanding feature?
EXXODIS
November 13th, 2025, 20:44
When entries are under the sub sections of "hero" and "monsters" you can still add effects to them by dragging them onto the entry. But you are right, there is no way to edit effects while they are in those sections. For now, you will need to click "gone" to move them, edit the effects, then click "Remove from initiative". I will make a feature request for this
Leprekorn
March 7th, 2026, 11:43
Hi @exxodis as you are moving away from Discord will you be keeping this thread up to date. Really love your work and discord was so easy to keep in contact with you.
EXXODIS
March 8th, 2026, 18:57
Hi @exxodis as you are moving away from Discord will you be keeping this thread up to date. Really love your work and discord was so easy to keep in contact with you.
Yup! I'll be checking in occasionally. This is where I will post all the details about any future updates.
Leprekorn
March 8th, 2026, 19:48
Yup! I'll be checking in occasionally. This is where I will post all the details about any future updates.
Great thanks
EXXODIS
March 21st, 2026, 19:35
Got some exciting stuff on the way!
Currently Implementing:
-Reworking the "Projects" tab
-Adding "Malice" tab to NPC
-Automatically adding Malice on Next Turn
-Automatically add results of 1d3 for Heroic Resource
-Rework the "Negotiate" tab on monsters
Bugs Fixed:
-Stamina on tracker and character sheet now sync
Leprekorn
March 21st, 2026, 19:44
Thanks for the continuing work this is great.
EXXODIS
March 22nd, 2026, 09:09
Version 1.0 is out!
v1.0 includes the following changes
Changes
Rework to monster windows
Added Malice tab for monsters
Added Negotiation tab for monsters
Combat Tracker (CT) updates
CT now has stamina for both characters and monster SYNCED! (finally)
CT has a new place for Hero Tokens
CT AUTOMATICALLY calculates MALICE!
A lot of code cleaning
Just want to say thank you to everyone who helped get me to v1.0
Code Advisor: MoonWizard
Data Entry for Monsters book: JT
Data Entry for Heroes book: Koboldling, EXXODIS, DM Rebecca, GildedDragonborn, lil tummy, Renée Wojak, AboveAverageTurtle
Thank you all and excited to show off what new features I'm implementing next...
EXXODIS
March 22nd, 2026, 09:18
Future things I'm inspired to work on
-automatically add heroic resource on new turn (for each class)
-rework skills (I'm sorry friends, I just don't like it)
-begin work on monster abilities to add damage numbers
-research how to apply damage to Characters
-the summoner? 0.0
-clean up code (I don't want to do it)
Leprekorn
March 22nd, 2026, 09:24
As I said yesterday all your efforts are gratefully appreciated. Especially on the back of the announcement of The Codex this gives another viable method of running the game with no cost to players.
Xarax
March 26th, 2026, 16:44
Thanks so much for the update!
Noticed that abilities on the character sheet > Features > Class Choices are pulling the display name from the subclass, not the title of the ability.
Rolling for class resources no longer auto adds the class resource. For the classes who always get two, it would be helpful if this was auto added as well!
Career entry no longer drops on the character sheet.
Character Sheet > Features Tab > Edit list Button missing from Ancestry Traits. Class Features, and Class Choices.
Thanks again!
EXXODIS
March 27th, 2026, 18:39
Thanks so much for the update!
Noticed that abilities on the character sheet > Features > Class Choices are pulling the display name from the subclass, not the title of the ability.
Rolling for class resources no longer auto adds the class resource. For the classes who always get two, it would be helpful if this was auto added as well!
Career entry no longer drops on the character sheet.
Character Sheet > Features Tab > Edit list Button missing from Ancestry Traits. Class Features, and Class Choices.
Thanks again!
Thanks for letting me know. I spent some time today to fix 1 and 4. I'll see if I can get the other two resolved in the next update
Xarax
March 27th, 2026, 18:58
Much appreciated! Thanks for all the work you are putting in on this.
EXXODIS
March 28th, 2026, 16:30
Alright I pushed a hotfix that should solve some of the issues:
- Class resource generation now works (added logic for all classes)
- I restructured the fields in the Features tab. It was displaying the subclass name because there wasn't enough room.
- "Class Choices" changed to "Subclass Features" for clarity
- Updated class windows to add two tabs, one for "Class Features" and the other for "Subclass Features" (more to come soon!)
- Career name now updates when dropped onto the character sheet.
- Fixed Ancestry so that when dropped, it only adds the chosen features (it will automatically add the signature feature)
What I am currently working on in regards to features for the next update:
- Have a dropdown menu on class window so you can choose what subclass and it will auto select all the correct subclass features.
- Have saving throw automatically remove an effect on success.
- Begin rework on monster abilities, implement damage automation for enemies (this one might take a while - I wanted to start with monsters because it is a lot simpler than PCs rolling abilities)
ColoradoGM
March 31st, 2026, 07:45
The Complications table is in an uninstalled module called [WIP] Heroes for Draw Steel, and inaccessible.
EXXODIS
April 2nd, 2026, 16:26
The Complications table is in an uninstalled module called [WIP] Heroes for Draw Steel, and inaccessible.
Ah the link needs to be updated. It shouldn't be referencing the WIP anymore. I'll send an update!
Xarax
April 4th, 2026, 22:22
Tactician Class Resource is not adding properly.
Thanks for the updates Exxodis!
EXXODIS
April 5th, 2026, 19:55
Tactician Class Resource is not adding properly.
Thanks for the updates Exxodis!
Done! Thanks for letting me know. The values are correct for each class.
Hmmm... I wonder if I could have a little link icon next to Hero Resource on the character sheet that links to a story that tells you how you get your resource.
ColoradoGM
April 15th, 2026, 06:23
I can't find anywhere on the character sheet that will accept a dragged-in NPC link for a familiar, pet, mount, summon or companion. Is it possible to have the Notes page accept links? Or eventually a new "pets and followers" page might be a good addition.
BudSkigee
April 20th, 2026, 10:29
Hello!
Anyway to increase the save ends threshold per character if they take a trait that makes them succeed on a lower roll? Not super needed but nice quality of life if so.
EXXODIS
April 27th, 2026, 13:01
Hello!
Anyway to increase the save ends threshold per character if they take a trait that makes them succeed on a lower roll? Not super needed but nice quality of life if so.
Yeah, in the stats page I could have a save override field so that if your save is lower or higher, you can override it there and it checks that number instead of above of below 6. I'll add it to the list!
I can't find anywhere on the character sheet that will accept a dragged-in NPC link for a familiar, pet, mount, summon or companion. Is it possible to have the Notes page accept links? Or eventually a new "pets and followers" page might be a good addition.
Currently, I don't have that on the character sheet, but let me look into it. I know it would be really helpful to have followers or retainers ON the character sheet.
EXXODIS
April 27th, 2026, 14:41
Hello!
Anyway to increase the save ends threshold per character if they take a trait that makes them succeed on a lower roll? Not super needed but nice quality of life if so.
I've added a Save Override to the "kits" tab. If you save on a 5 or higher, you can just enter 5. If you leave blank or "0", it will use the default (6 or higher).
EXXODIS
April 27th, 2026, 23:33
Possible data loss - please read BEFORE updating
Update coming to "Heroes" book module. Due to fixes, the following has been changed.
If you have a player or are using any of these, you might experience issues (you click on the link and nothing is there)
You will need to re-add these items. If you made custom changes that you want to keep, make sure to copy that feature or ability somewhere then update.
-Ability: Hesitation is Weakness
-Ability: Healing Grace
-Ability: Hurl Element
-Ability: Healing Grace
Thanks!
EXXODIS
May 12th, 2026, 14:27
Update pushed to fix token effects. It looks like there are a couple of issues where players don't have permissions to click on certain buttons/tokens.
In addition to this list, please let me know if you have other requests/bugs that are constant issues with your campaign
THE LIST
- Allow players to click on "initiative gone" button
- Allow players to grab and use hero tokens
- Have Malice tab abilities on NPC's remove malice from tracker when used
- Auto-populate Heroic Resource link on character sheet for quick reference
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