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View Full Version : HârnMaster 3.5E



Mephisto
July 23rd, 2025, 23:09
I'm excited to announce the early access beta release of the HârnMaster 3.5E ruleset for Fantasy Grounds Unity — brought to you with the friendly permission of Columbia Games, Inc.

Download the ruleset now on the FG Forge (https://forge.fantasygrounds.com/shop/items/2299/view)


### Important Notes

This is a beta release, and the ruleset is still under development. Features, structures, and data formats may change as improvements are made — data migration is not currently supported.

Please report any bugs*, feature suggestions, or general feedback in this thread. Your input will help shape future updates!


### What’s Working (Stable Features)

The following systems are already in place and relatively stable:

Attributes
Skills
Inventory
Armor
Injuries
Weapons
Rolls for Attributes, Skills, Attack, Defend and Damage (minimal automation for now)
Items
NPC and NPC Import

More automation and quality-of-life improvements are planned.


### Acknowledgments

This project is made possible with the kind permission of Columbia Games, Inc..

Looking forward to your feedback and ideas!

Trenloe
July 23rd, 2025, 23:16
Oh wow! This is amazing. When I saw the post, I assumed it was an FG users asking if there was a ruleset. Fantastic news!

sirkerry
July 24th, 2025, 01:54
Looking forward to checking this out when it becomes available on the Forge.

Mephisto
July 24th, 2025, 16:55
It's up and running now in the Forge.

claedawg
July 24th, 2025, 22:24
Will you be adding mods for the HarnWorld material?

Mephisto
July 24th, 2025, 23:00
I will add Core rules materials, some of that is already in such as skills, weapons and armor. Other copyrighted materials will require permission from Columbia Games or the many creators of HarnMaterial out there. But I certainly hope there will be plenty. :)

GunnarGreybeard
July 25th, 2025, 00:36
Been looking forward to this for years. Glad to see someone taking a go at it.

I have a crapton of material dating back to the early 80's. Going to have to find time to enter it into my own, personal use stuff.

Mephisto
July 25th, 2025, 14:41
Please be aware there are some lua errors coming up at the moment for NPC. That's because the ruleset is build on the CoreRPG version currently the test channel. They will be resolved once the current test channel version enters the live channel. As a workaround, you can run the campaign in the test channel or just don't use NPC, which haven't been fleshed out yet anyway.

Mephisto
July 27th, 2025, 12:18
Pushed a new version with some more development and fixes. Any campaign already setup will not load automatically. You need to grab a text editor, go to the campaign folder, open capaign.xml and change the ruleset to this: <ruleset>HarnMaster3.5E</ruleset>

Mephisto
October 15th, 2025, 23:40
I have released a new version in the Forge. There are many improvements under the hood and new feature including

Inventory with Encumbrance calculation
Armor
Injuries
NPC and NPC Import

Especially the NPC section is now stable with Attributes, Skills, Actions and Armor in place. Weapons an be dragged to the Skill section of an NPC and will create an Action entry with the appropriate AML/DML calculated if there is a match between weapon skill and NPC skill.

In addition, NPC stat blocks from the Core Rules or the Bestiary can be imported and will auto-fill all NPC fields.

Actions maintained for an NPC will populate to the combat tracker.

Have fun!

Mangudai
November 17th, 2025, 17:34
Is there a guide how to import NPCs? Like how should NPC format be, can I copy paste creatures from Hârn Bestiary for example?

Mephisto
November 17th, 2025, 22:42
Hi Mangudai,
yes, you can import creatures from the Hârn Bestiary or the Core Rules using the same format. Copy the entire stat block from the right side of the pdf page to the stat block section in the import screen (left side) and the text to the right section. Don't do any clean-ups, the import should resolve this automatically.

peterb
November 20th, 2025, 17:16
Hi,

Great to see that someone has taken on Harnmaster! I got an error though, when I tried the ruleset out. When double clicking the icon representing a skill roll I get:


[ERROR] Script execution error: [string "HarnMaster3.5E:..ipts/manager_actor_hm3.lua"]:1114: attempt to index local 'sSkillGroupData' (a nil value)

Mephisto
November 20th, 2025, 18:24
Hi peterb,
thanks for reporting, I fixed the issue and released an update on the forge. Please update to get the latest version. And keep reporting bugs! :)

Mangudai
November 20th, 2025, 19:15
Weapons automatically get their ML for Sword skill for example but not Specialties like *Longsword*. Is this a bug or is it still WIP? Also armors doesn't get calculated till I restart the app.

Mephisto
November 20th, 2025, 23:45
Hi Mangudai,
Armor calculation is fixed now. Specialties require a specific naming format at the moment, e.g. "Sword - Longsword". If the weapon name and the weapon skill match that string, it will pull the Specialties ML. Specialties are somewhat WiP still. Keep the reports coming!

Mangudai
November 21st, 2025, 10:42
Are you planning to add hit locations like "Eyes" "Nose" "Ear" "Thorax Front" "Thorax Back" or add as an optional rule? (For armor I'm asking, it's HMA I guess but) Also Hit Locations Roll on NPCs don't work, tables are not linked I guess.

"[TABLE] = [Unable to find result row or column]"

Mephisto
November 24th, 2025, 23:18
Hi Mangudai,
tables are fixed, face hit locations are on the to-do list. I will see what can be done with using other strike locations but a bit down the road. How much different is HMA to 3.5E regarding hit zones?

Mangudai
November 25th, 2025, 12:02
If face locations are in list, nothing much I guess, I saw "back" side of armors later. As a note, IDK how coding in FGU works so dunno what headache it is but maybe targeting and auto hit location according to aim (high, mid, low) roll can be added. In 5e or most of the systems defender doesn't take an action mostly and it requires just one or two roll, to hit or saving throw. Also weapon EML's doesn't calculate injuries I guess. Maybe more damage rolls (Base Impact + 1d6/2d6/3d6/4d6 etc.) can be added.

We are handling it using the slots in the bottom, first slot is modifier second third etc is weapons, then location tables..
65866
Btw keep the good work, don't know coding or something but I'd like to help about tables, text extracting, testing etc. if project is gonna include whole HM3.5 book, don't know what CGI said you.

Mephisto
March 1st, 2026, 23:09
A new build is available in the Test channel with extensive changes to automation, skill, armor and injury management and much more. Spells are not yet completed but in.

greybeardgunner70
April 1st, 2026, 20:59
Hi thanks for this great work!

I'm wondering if you would recommend beginning to build out items, spells and NPCs for a campaign at this time or if you would urge waiting for further development?

greybeardgunner70
April 2nd, 2026, 12:45
A new build is available in the Test channel with extensive changes to automation, skill, armor and injury management and much more. Spells are not yet completed but in.

Where is the "test channel"? Thanks!

Mephisto
April 2nd, 2026, 15:13
Items should be fairly stable, mainly covering weapons and armor. Weapons from the core rules are automatically available within the ruleset already if you enable the Core Rules Module. Still working on Spells. NPC will see a revision on hit locations and armor, i.e. I want to enable drag and drop of armor to an NPC. Weapons can already be drag and dropped.

You can switch to the test channel following these steps:
FGU WIKI (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/3078127621/Beta+Testing+How-To+and+Update+Previews)

Mephisto
May 8th, 2026, 11:13
Greeting Hârniacs and VTT Enthusiasts,

A while back, I released the early access beta of the HârnMaster 3.5E ruleset for Fantasy Grounds Unity (brought to you with the friendly permission of Columbia Games, Inc.). I am thrilled to announce a massive update to the ruleset. It now handles the complex, gritty calculations of HârnMaster combat instantly, so your group can keep the narrative flowing.

What’s New & Working?
The Combat Resolution Window: Combat now follows the full Attack → Defense → Damage sequence. The system automatically compares the attacker's success against the defender's chosen action (Block, Dodge, Counterstrike, Ignore) and calculates the final impact.

Automated Armor & Strike Locations: Worn armor now applies its specific B/E/P/F protection values directly to the body map. Hit locations are rolled and calculated automatically.

Injury Tracking: Wounds are tracked by location, damage aspect, and injury level. Your Universal and Physical Penalties will now automatically calculate based on your current injuries.

SB Multiplier Tool: A new Modifier Box lets you quickly apply ×2 through ×7 multipliers to any skill, attribute, or damage roll.

Gritty GM Options: Want a deadlier game? You can now enable optional rules for amputations, ongoing bleeders, limb injuries, and knockbacks in the settings.

What’s Next?
The core combat and physical skill systems are stable. Next on the roadmap is finishing the Mystic Tab to fully support Convocation magic.

Download the ruleset now on the FG Forge: Forge (https://forge.fantasygrounds.com/shop/items/2299/view)

A detailed user manual can be found here: Wiki documentation (https://github.com/FGMephisto/HarnMasterFGUWiki)

Please drop your bug reports, feature requests, or general feedback in this thread. May your dice favor your Skill Base!