View Full Version : Custom Dice Coming to Savage Worlds!
Mike Serfass
August 8th, 2025, 20:07
I'm working on bringing custom dice to Savage Worlds. This includes SWADE Pathfinder and Deluxe editions.
The work is being done on the test channel. Feedback and testing is encouraged.
This is a work in progress, and some features are not yet available. I'll post and update progress in the second post.
Please post feedback on this thread.
Note that I use a variety of dice sets. If you don't own the dice set, it will roll a different dice instead.
You can see the dice skin used by hovering over.
Mike Serfass
August 8th, 2025, 20:09
Completed
This is the functionality that is currently available and working.
Custom dice can be set on NPCs by dragging and dropping from the dice window to the NPC header.
Note that this dice will supersede any custom dice skins set in the NPC Dice window.
A custom wild die can be set on NPCs by dropping a dice skin on the NPC header while holding the ALT key.
Custom dice can be set on PCs by dropping a dice skin in the upper box just to the left of the bennies.
This overrides the selected desktop dice for that character.
A custom wild die can be set on PCs by dropping a dice skin in the lower box just to the left of the bennies.
This overrides the selected desktop dice for that character.
Dropping a dice skin anywhere on the character sheet header sets the dice skin.
Dropping a dice skin anywhere on the character sheet header while holding ALT sets the wild dice skin.
Colorable dice skins can be edited by right clicking on the character's dice.
Custom damage dice skins can be added, deleted, and changed. This is saved to the campaign database (db.xml).
Note that dice skins set in the ruleset, setting, or modules can't be deleted or edited. They can be overridden.
The list of damage dice has a wide variety of damage types.
Attack rolls made with a keyword on this list will use the declared dice. It matches in the order that keywords appear and uses the first match.
On the NPC Dice window, all three lists are now editable and will save to the campaign database (db.xml).
Note that dice skins set in the ruleset, setting, or modules can't be deleted or edited. They can be overridden.
These are lists of default dice for NPCs based on type and name.
Rolls made by NPCs on this list will use the declared dice.
It matches on Custom NPC first, NPC Name second, then on NPC Type last. It matches in the order that words in type appear and uses the first match.
Custom dice load from extensions.
I created default dice sets for Savage Worlds.
I created default dice sets for SWADE Pathfinder.
I created default dice sets for the Science Fiction Companion.
Custom dice skins can be exported to modules and loaded into a campaign from modules.
There's an important caveat: unloading a module containing dice skins will not unload its skins. This is due to limitations on how dice skins are registered and how modules are unloaded.
Damage raise dice skins now have an custom dice skin so you can override the default.
The base default damage dice skin can now be overridden like the specific damage dice skins.
In Progress
This is the functionality that is partially available and currently being worked on.
Set default NPC wild die skin.
Set default PC wild die skin.
ToDo
This is the remaining functionality I'm working on.
Implement healing dice.
ddavison
August 8th, 2025, 20:53
Nice work. That will be fun and glad to see it expanded to Savage Worlds.
Jiminimonka
August 9th, 2025, 00:27
Great work!
Mike Serfass
August 10th, 2025, 02:03
Released today to Test channel:
Added custom wild die to NPCs.
Dropping a dice skin anywhere on the character sheet header sets the dice skin.
Dropping a dice skin anywhere on the character sheet header while holding ALT sets the wild dice skin.
Dropping a dice skin anywhere on the NPC header sets the dice skin.
Dropping a dice skin anywhere on the NPC header while holding ALT sets the wild dice skin.
Mike Serfass
August 18th, 2025, 02:51
Damage Dice
Today I added the ability to add, delete, and change damage dice skin. This is saved to the campaign database (db.xml).
Note that dice skins set in the ruleset, setting, or modules can't be deleted or edited, but can be overridden.
When adding damage dice, colorable dice can have colors set from the add section before clicking the add button.
Do this by clicking on the tiny dots in the top right corner of the dice skin.
I also made the following bug fixes:
Damage dice using colorable dice use wrong dice skin.
Run dice using colorable dice use wrong dice skin.
Here's an image:
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Mike Serfass
August 20th, 2025, 04:32
Completed
I have two-thirds of the NPC dice done.
The left and middle columns allow you to add custom NPC dice. The info is saved to the current campaign.
Overridden dice skins are saved.
The right column will let you create records but doesn't yet save. That's next on the list.
I also added right click menu options to character custom dice to allow you to change the text and body colors of colorable dice.
This works on both player characters and NPCs.
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Mike Serfass
August 20th, 2025, 22:40
Completed
The Custom NPC list now saves to the local campaign (db.xml).
I also made some minor adjustments to the NPC Dice window.
This will likely appear in the test channel today.
This release also contains some fixes and improvements Ikael made.
Trait rolls show all dices
Area Effect attack ignore adjacency
Stream keyword defines Area Effect nature for attack
Jiminimonka
August 20th, 2025, 23:32
Completed
The Custom NPC list now saves to the local campaign (db.xml).
I also made some minor adjustments to the NPC Dice window.
This will likely appear in the test channel today.
This release also contains some fixes and improvements Ikael made.
Trait rolls show all dice
Area Effect attack ignore adjacency
Stream keyword defines Area Effect nature for attack
Dice not dices @ikael
Has the stream template been added to Cone and Burst Templates?
I've been running Test all week, looking good!
Mike Serfass
August 25th, 2025, 19:28
Completed
Custom dice load from extensions.
The Sci-Fi companion extension loads a few, and will be included in tomorrow's update.
I'll post instructions on how to add custom dice skins in extensions in a later post.
I created default dice sets for Savage Worlds. The NPC lists are limited, but serve as examples. The damage list should cover all the common damage types as well as a handful for all genres. More specific NPCs and damages can be added by settings.
Please share if you think there's something I could add to the base ruleset list.
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I created default dice sets for SWADE Pathfinder. I included important NPCs from Bestiary 1 and 2. This should pretty much cover everything needed for Pathfinder.
Note that this list supersedes the SWADE lists, even though there are some items in common.
Let me know if I missed anything.
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Tomorrow's release will have everything on the complete list in the first post.
There are some things left to add, but I don't want to hold up the release because it's holding up bug fixes.
I'll add more custom dice skin features over the next few releases.
Mike Serfass
August 25th, 2025, 19:31
Here's the SFC damage dice.
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Also, dice rolled by adventure cards will be skinned with the character's dice that played the card.
Jiminimonka
August 25th, 2025, 19:52
Excellent work!! Thanks
Mike Serfass
August 27th, 2025, 01:24
Here's the list of default dice in the SWADE dice skin presets.
The first dice pack is the preferred. The second is the fallback if you don't own the preferred dice pack.
I adjusted them a bit to be sure that they use free dice as fallbacks. That will go to prod soon.
NPC Type
Animal: Monster - Fauna / Elemental Basics - Earth
Construct: Monster - Constructed / Elemental Basics - Lightning
Dragon: Dragon - Wyrmscale Red / Elemental Basics - Fire
Humanoid: Main - Play
Insect: Monster 2 - Chitinous / Monster - Fauna / Elemental Basics - Earth
Plant: Monster - Flora / Elemental Basics - Earth
Undead: Monster - Gravedust / Elemental Basics - Shadow
NPC Name
Dragon: Dragon - Wyrmscale Red / Elemental Basics - Fire
Elemental, Air: Elemental Basics - Primordial Air
Elemental, Earth: Elemental Basics - Primordial Earth
Elemental, Fire: Elemental Basics - Primordial Fire
Elemental, Water: Elemental Basics - Primordial Water
Giant Worm: Monster - Sludge / Elemental Basics - Earth
Lycanthrope: Monster - Moonhowl / Elemental Basics - Storm
Lich: Monster 2 - Shrouded (Fx) / Monster - Gravedust / Elemental Basics - Shadow
Vampire: Monster 2 - Bloodstalker (Fx) / Monster - Gravedust / Elemental Basics - Shadow
Zombie: Monster 2 - Brains / Monster - Gravedust / Elemental Basics - Shadow
Skeleton: Monster 2 - Bones / Monster - Gravedust / Elemental Basics - Shadow
Damage
Acid: Magical Trail - Flames - Life / Elemental Basics - Life
Arcane: Magical - Magical Charge - Arcane / Elemental Basics - Arcane
Cold: Magical Trail - Flames - Frost / Elemental Basics - Frost
Electricity: Magical Trail - Flames - Lightning / Elemental Basics - Lightning
Energy: Magical Trail - Glowing Trail - Life / Elemental Basics - Life
Fire: Magical Trail - Flames - Fire / Elemental Basics - Fire
Force: Magical Trail - Flames - Arcane / Elemental Basics - Arcane
Laser: Spinning Elements - Lightning / Elemental Basics - Lightning
Psionic: Magical - Magical Charge - Storm / Elemental Basics - Storm
Sonic: Magical Trail - Flames - Storm / Elemental Basics - Storm
Physical: Metal - Rusted Iron / Elemental Basics - Earth // Blood - Blood Splatter (Fx)
Poison: Elemental Basics - Shadow // Glowing Trail - Shadow
Bullet: Metal - Stained Copper / Elemental Basics - Fire // Blood - Blood Magic Splatter (Fx)
Ballistic: Metal - Stained / Elemental Basics - Fire // Blood - Blood Magic Splatter (Fx)
Bludgeoning: Metal - Dark Gold / Elemental Basics - Shadow // Blood - Blood Impact (Fx)
Piercing: Metal - Steel / Elemental Basics - Frost // Blood - Blood Magic (Fx)
Slashing: Metal - Gold / Elemental Basics - Light // Blood - Claw (Fx)
Silver: Metal - Polished (whitish body, red text) / Elemental Basics - Light // Blood - Splatter (Fx) (red body, whitish text)
Enchanted: Aura Enchant - Storm / Elemental Basics - Storm // Spinning Elements - Storm
Mike Serfass
September 3rd, 2025, 03:11
Completed
Damage dice use the NPC's dice skin unless a damage dice skin is set for one of the attack's keywords.
Dice skins now have fallbacks to free dice sets.
The SFC Extension presets were updated.
This was released in the Sept 2 Tuesday release.
Mike Serfass
September 4th, 2025, 21:51
In Progress
Add custom raise dice skin.
This will be released Tuesday with the weekly updates.
A video will be posted soon.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65344
Mike Serfass
September 8th, 2025, 19:12
Completed
Custom dice skins can be exported to modules and loaded into a campaign from modules.
Important caveat: Unloading a module containing dice skins will not unload its skins. This is due to limitations on how dice skins are registered and how modules are unloaded.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65398
Damage raise dice skins now have an custom dice skin so you can override the default.
The base default damage dice skin can now be overridden like the specific damage dice skins.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65397
Custom NPCs now have a wild die skin setting.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65400
This was released in the Sept 9 Tuesday release.
Mike Serfass
September 10th, 2025, 16:17
Completed
With the upcoming September 16 release, GMs will be able to globally set wild dice skins.
A GM will be able to set a default wild die skin, which will be used if no skin is set for a character's wild die.
A GM can also override wild die skins with the overridden option. This skin will be used regardless of what's set for a character.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65399
Jiminimonka
September 12th, 2025, 07:10
In the voice of Oliver Reed:
"Lovely!"
Arsilon
September 17th, 2025, 16:45
2 questions/requests:
1) Is there a way to filter the dice skin selection window to only show skins that are already owned? Depending on your settings and hardware the contrast isn't totally obvious between which is owned and not plus having to toggle through however many pages isn't optimal.
2) Is there a way to override the default damage dice types universally if you don't want to use the different types? Or do you have to go override each of them one by one?
ddavison
September 17th, 2025, 18:07
Those are great questions Arsilon. The answer to both is currently "no". These would be good requests to add to the Feature Requests list (https://www.fantasygrounds.com/featurerequests).
Moon Wizard
September 17th, 2025, 19:10
In non-SW systems, the damage dice systems are set by “system” on the GM machine. (i.e. the settings are saved for all 5E games when changing in 5E campaign.)
I’m not familiar with SW implementation to know whether this uses the base implementation or changes.
Regards,
JPG
Mike Serfass
September 18th, 2025, 04:50
2 questions/requests:
2) Is there a way to override the default damage dice types universally if you don't want to use the different types? Or do you have to go override each of them one by one?
Are you asking about the different damage types, or the dice skins linked to each?
For damage types, you can add your own. Use the add dice skin section below the list.
As for the dice skins, you can turn off all the dice skins in use by alt-clicking on the "use default" checkbox. This will ignore using the dice skins.
If you want to use any of the preexisting damage types with your own dice skins, drop the skin onto the custom box.
Arsilon
September 19th, 2025, 21:54
OK... I didn't even notice that button was there.
I guess one more addition to the 'make things visible' other question as on my screen I didn't even see it.
Arsilon
September 19th, 2025, 21:56
It also didn't occur to me that clicking the - in front of it would explode it to show raise vs regular.....(and after I did I wonder if its counter intuitive? Shouldn't the plus be whats there when its not exploded and the - be what's there when you want to collapse it again?)
Mike Serfass
September 20th, 2025, 04:00
OK... I didn't even notice that button was there.
...
It also didn't occur to me that clicking the - in front of it would explode it to show raise vs regular.....(and after I did I wonder if its counter intuitive? Shouldn't the plus be whats there when its not exploded and the - be what's there when you want to collapse it again?)
This is inherited from CoreRPG.
Some UIs are like that. Just like the OK button is sometimes on the right. That stuff drives me batty. Wouldn't it be nice if there was a community standards committee for these things?
Aside from failing your Notice roll, you forgot a rule of thumb of FGU. Click on everything. Then try right click. Then alt-click. Then ctrl-click. Then ctrl-alt-shift-double-right-click. One of those will likely do something.
I just added a video on setting up damage dice.
Damage Dice Skins Setup (https://youtu.be/WOMANamJo7U)
Mike Serfass
October 1st, 2025, 05:30
Completed
With the September 30 release, players can set custom dice skins on traits on player characters.
Details are here: Character Trait & Attack Custom Dice Skins (https://www.fantasygrounds.com/forums/showthread.php?85701-Custom-Dice-Skins-in-Savage-Worlds&p=750153&viewfull=1#post750153)
Since you can assign a custom skin to the healing power, this meets the requirement for healing dice skins.
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