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 ruleset. It includes everything needed for character creation.
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: readded the module with the license at the top of the story tab.
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.
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 :)
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