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Mike Serfass
August 30th, 2025, 02:57
Custom Dice Skins in Savage Worlds

With the August 26, 2025 release, Savage Worlds gained new custom dice skin features.
This is similar to what D&D 5E has, but tailored to Savage Worlds, and with more features.

This thread is about using custom dices skins in Savage Worlds.
I'll provide instructions about how to use all the custom dice skin features in the game, as well as adding skins in extensions and modules.

Here's a table of contents for your convenience.

Preset Dice Skin Lists (forum post) (https://www.fantasygrounds.com/forums/showthread.php?85701-Custom-Dice-Skins-in-Savage-Worlds&p=750148&viewfull=1#post750148)

Set Player Character Dice Skins (forum post) (https://www.fantasygrounds.com/forums/showthread.php?85701-Custom-Dice-Skins-in-Savage-Worlds&p=750149&viewfull=1#post750149)
Add Custom Dice Skins to Player Character Sheets (Video) (https://youtu.be/BkVMCDvNgjA)

Set NPC Dice Skins (https://www.fantasygrounds.com/forums/showthread.php?85701-Custom-Dice-Skins-in-Savage-Worlds&p=750150&viewfull=1#post750150)
Adding Custom Dice Skins to NPC Sheets (https://youtu.be/zxB1LTBhb1A)

Use NPC Dice Window (https://www.fantasygrounds.com/forums/showthread.php?85701-Custom-Dice-Skins-in-Savage-Worlds&p=750151&viewfull=1#post750151)
NPC Dice Skins Setup (https://youtu.be/oOcec3f-MXM)


Use Damage Dice Window (https://www.fantasygrounds.com/forums/showthread.php?85701-Custom-Dice-Skins-in-Savage-Worlds&p=750152&viewfull=1#post750152)
Damage Dice Skins Setup (https://youtu.be/WOMANamJo7U)

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)
PC Trait Dice Skins for SWADE on Fantasy Grounds (https://youtu.be/oPwSuaQIR_w)

Mike Serfass
August 30th, 2025, 02:58
Preset Dice Skin Lists

SWADE Presets

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.
The dice after // is the raise die.

NPC Type
Animal: Monster - Fauna / Elemental Basics - Earth
Aquatic: Elemental Basics - Water
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
Enchanted: Aura Enchant - Storm / Elemental Basics - Storm // Spinning Elements - 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)
Bite: Monster - Fauna / Monster - Bloodstalker (Fx)
Claws: Monster - Fauna / Monster - Bloodstalker (Fx)
Horns: Monster - Fauna / Monster - Bloodstalker (Fx)
Kick: Monster - Fauna / Monster - Bloodstalker (Fx)
Tail: Monster - Fauna / Monster - Bloodstalker (Fx)
Tentacles: Monster - Fauna / Monster - Bloodstalker (Fx)
Unarmed: Elemental Basics - Earth / Elemental Basics - Primordial Earth

Savage Pathfinder Presets

Here are the Savage Pathfinder dice skin presets.

NPC Type
Aberration: Monster - Unnatural / Elemental Basics - Arcane
Angel: Monster - Radiant / Elemental Basics - Light
Animal: Monster - Fauna / Elemental Basics - Earth
Archon: Monster - Radiant / Elemental Basics - Light
Beast: Monster - Fauna / Elemental Basics - Earth
Construct: Monster - Constructed / Elemental Basics - Lightning
Daemon: Monster - Fiendish / default custom
Demon: Monster - Fiendish / default custom
Devil: Monster - Fiendish / default custom
Dragon: Dragon - Wyrmscale Red / Elemental Basics - Fire
Fey: Monster - Feymarked Seelie / Elemental Basics - Life
Humanoid: Main - Play
Ooze: Monster - Sludge / Elemental Basics - Water
Plant: Monster - Flora / Elemental Basics - Earth
Undead: Monster - Gravedust / Elemental Basics - Shadow
Vermin: Monster - Chitinous / Elemental Basics - Earth

NPC Name
Bunyip, Hippocampus, Hippocampus, Giant, Water Orm: Monster - Deeplurker
Chimera, Hippogriff, Manticore, Pegasi Champion, Pegasus, Roc, Sphinx, Thrasfyr: Monster - Avian
Dragon, Black: Dragon - Wyrmscale Black
Dragon, Blue: Dragon - Wyrmscale Blue
Dragon, Brass: Dragon - Wyrmscale Brass+
Dragon, Brine: Dragon - Wyrmscale Green
Dragon, Bronze: Dragon - Wyrmscale Bronze
Dragon, Cloud: Dragon - Wyrmscale Blue
Dragon, Copper: Dragon - Wyrmscale Copper
Dragon, Crystal: Dragon - Wyrmscale Silver
Dragon, Gold: Dragon - Wyrmscale Gold
Dragon, Green: Dragon - Wyrmscale Green
Dragon, Magma: Dragon - Wyrmscale Red
Dragon, Red: Dragon - Wyrmscale Red
Dragon, Silver: Dragon - Wyrmscale Silver
Dragon, Umbral: Dragon - Wyrmscale Black
Dragon, White: Dragon - Wyrmscale White
Elemental, Air: Elemental Basics - Primordial Air
Elemental, Earth: Elemental Basics - Primordial Earth
Elemental, Fire: Elemental Basics - Primordial Fire
Elemental, Water: Elemental Basics - Primordial Water
Drow, Drider, Kelpie, Korred, Redcap: Monster - Feymarked Unseelie
Giant, Taiga: Monster - All-Father
Lycanthrope: Monster - Moonhowl
Lich, Mummy: Monster - Shrouded
Skeleton, Skeletal Champion: Monster - Bones
Vampire: Monster - Bloodstalker
Zombie: Monster - Brains

Damage
Acid: Magical Trail - Flames - Life // Elemental Basics - Life
Cold: Magical Trail - Flames - Frost // Elemental Basics - Frost
Electricity: Magical Trail - Flames - Lightning // Elemental Basics - Lightning
Fire: Magical Trail - Flames - Fire // Elemental Basics - Fire
Force: Magical Trail - Flames - Arcane // Elemental Basics - Arcane
Negative: Magical Trail - Flames - Shadow // Elemental Basics - Shadow
Positive: Magical Trail - Flames - Light // Elemental Basics - Light
Sonic: Magical Trail - Flames - Storm // Elemental Basics - Storm
Poison: Elemental Basics - Shadow // Glowing Trail - Shadow
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)
Adamantine: Metal - High Polish / Default - Custom // Blood - Blood Magic Splatter (Fx)
Cold-Iron: Metal - Rusted Iron / Default - Custom // Blood - Blood Splatter (Fx)
Silver: Metal - Polished (whitish body, red text) / Default - Custom // Blood - Splatter (Fx) (red body, whitish text)
Enchanted: Aura Enchant - Storm / Elemental Basics - Storm // Spinning Elements - Storm
Bite: Monster - Fauna / Monster - Bloodstalker (Fx)
Claws: Monster - Fauna / Monster - Bloodstalker (Fx)
Horns: Monster - Fauna / Monster - Bloodstalker (Fx)
Kick: Monster - Fauna / Monster - Bloodstalker (Fx)
Tail: Monster - Fauna / Monster - Bloodstalker (Fx)
Tentacles: Monster - Fauna / Monster - Bloodstalker (Fx)
Unarmed: Elemental Basics - Earth / Elemental Basics - Primordial Earth

Science Fiction Companion

Here's the list of default dice in the Science Fiction Companion extension dice skin presets.

NPC Type
Android: Monster 1 - Constructed
Cyborg: Monster 1 - Unnatural
Enhanced: Monster 1 - Unnatural
Kaiju: Monster 1 - All-Father
Psionic: Monster 1 - Radiant
Robot: Monster 1 - Constructed

Damage
Blaster: Spinning Elements - Life / Elemental Basics - Life // Ring of Elements - Life
Disintegration: Spinning Elements - Earth / Basics - Earth // Ring of Elements - Earth
EMP: Spinning Elements - Shadow / Elemental Basics - Shadow // Ring of Elements - Shadow
Power: Spinning Elements - Light / Elemental Basics - Light // Ring of Elements - Light
Repulse: Spinning Elements - Water / Elemental Basics - Water // Ring of Elements - Water
Stun: Spinning Elements - Frost / Elemental Basics - Frost // Ring of Elements - Frost
Psychic: Magical Charge - Storm / Elemental Basics - Storm // Elemental Basics - Storm
Flechette: Metal - High Polish / default // Metal - Stained
Molecular: Metal - Gold / default // Metal - Dark Gold

Mike Serfass
August 30th, 2025, 02:59
Set Player Character Dice Skins

By default, all character rolls use the tray dice skin, as they always have.
The dice tray is where your dice live when you're not tossing them about.
Now, in addition to selecting a dice skin for your tray dice, you can assign dice skins to characters.

You do this by dragging and dropping a dice skin onto the upper dice box in the header of the character sheet.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65289

You can also set the wild die skin by dropping a dice skin onto the wild die box.
You may want to set only the wild die, and use the tray dice skin for all the other dice.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65290


You change the skin by dropping a different skin onto the box.
You clear the dice skin by right clicking and selecting clear.

If you have bad drop aim, you can drop the dice skin anywhere in the header and it will set the dice skin.
If you hold alt when dropping, it will set the wild die.

You can see which dice skin is selected by hovering over it.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65291

If you grab rather than click the dice skin, it will start the drag and not change your dice tray skin.
By grab I mean press and hold the mouse button over the dice skin.

You can use colorable dice too. Colorable dice are the ones with a pallet icon in the selection, then have tiny pips that indicate the body and text colors when assigned.

The body color is the top pip, text color is the lower pip.
If you don't see these pips, it's because there's a -2 penalty to Notice rolls to see them due to their size.

You have two options to set the colorable dice.
You can select it in the Dice options window. It will set your tray dice, and will change them as you change the colors.
This gives you a good view of what the skin will look like.
When you're done setting the colors, drop it onto the character.

You can change the colorable dice any time, in case you picked colors that give your GM eye seizures. This goes along with the second option to setting colorable dice.
Drop a colorable die onto the character then set the colors from there.
Right click on the die, select "Set body color", then pick a color, click OK. Do the same for text by selected "Set text color".
Only colorable dice will show these menu options.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65292

Assigning dice skins to a character is useful if you're controlling more than one PC.
You may also want rolls from the character sheet to use a different skin than manual rolls.
Or you may just want your wild die to be more sparkly than your tray dice.

The selected dice skin will be applied to all Trait rolls made by that character. It will also be applied to damage rolls unless a dice skin is assigned to that particular damage keyword.

Here's a video on this: Add Custom Dice Skins to Player Character Sheets (https://youtu.be/BkVMCDvNgjA)

Mike Serfass
August 30th, 2025, 02:59
Set NPC Dice Skins

While this is more useful for GMs, this applies to players who have underlings, minions, sidekicks, or companions.
I'll demonstrate with a sidekick, but it works the same for all NPCs.

Hidden in the header are dice boxes. Due to limited screen real estate, the boxes are hidden when not used.

Before you can assign dice skins, you must unlock the NPC sheet. Remember, safety first!

To set the dice skin, grab a dice skin and drop it on the header.
If you grab rather than click, your tray dice won't change.
By grab I mean press and hold the mouse button over the dice skin.

To set the wild die, grab and drop a dice skin on the header while holding the alt key.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65313


To change the dice, drop a new dice skin in the same way.
You can also drop directly onto the dice skin box.
To clear the dice, right click on the die and select clear.

To see which dice skins are selected, hover over the dice skin box.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65314

You can assign colorable dice skins too. Colorable dice are the ones with a pallet icon in the selection, then have tiny pips that indicate the body and text colors when assigned.

The body color is the top pip, text color is the lower pip.
If you can't see these tiny pips, it's because you need a 200 inch monitor.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65315

You have two options to set the colorable dice.
The first is to drop a colorable dice skin onto the NPC, then set the colors from there.
Right click on the die, select "Set body color", pick a color, then click OK.
To change text color, select "Set text color".
Only colorable dice will show these menu options.

The second option is to set up the colors before dragging it onto the NPC.
The downside is, it changes your tray dice.
The upside is, you can easily see the changes.

When a dice skin is assigned to a controlled NPC, it affects only that NPC instance.
If a dice skin is assigned to an NPC from the NPC list, it applies to all subsequent instances of that NPC, unless overridden on an NPC instance.

By "NPC instance", I don't mean mooks that are killed in an instant.
When an NPC is dropped onto the Combat Tracker, a player character sheet, or the Party Sheet, an instance of that NPC is created.
This is a unique copy of the NPC, and any changes made to that instance don't affect other instances of that NPC or the original NPC in the NPC list.

That means, after adding a new minion to your character sheet, or dropping an NPC into the Combat Tracker, you can change the dice skins on the minion or combatant and it applies to that specific NPC.
So your sidekick can have a special dice skin all her own.
A GM can set the dice skins on the original NPC to override the preset. A GM can also set dice skins directly on the NPC while creating the NPC rather than creating a preset.

For GMs, NPC dice skins set in Combat Tracker are saved with saved battles.

There's an order of precedence with dice skins.
By default, NPC Trait rolls use the tray dice skin.
Dice skins may be set by NPC name or type, or custom, in which case that skin is used.
Setting dice skins on the NPC directly supersedes all these settings.

NPC damage dice uses the NPC dice skin in the same order of precedence unless a dice skin is assigned to that particular damage keyword.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65316

Here's the order dice skins are used in a list:

NPC sheet instance
NPC sheet (from list)
Custom NPC
NPC Name (exact match)
NPC Type (type on the Main tab)
dice tray (default)


Here's a video on this: Adding Custom Dice Skins to NPC Sheets (https://youtu.be/zxB1LTBhb1A)

Mike Serfass
August 30th, 2025, 03:00
Use NPC Dice Window

The Savage Worlds ruleset comes with NPC custom dice presets. Pathfinder for Savage Worlds has a different set of presets.
Settings and extensions can adjust the base presets as can modules.
So the exact list of presets depends on what you have loaded for your campaign.

Whatever presets you have, you can adjust them to suit your campaign.
These settings live under Dice | NPC Dice.

Dice skins can be assigned to groups of NPCs by type or name, or assigned to a specific NPC.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65330

NPC Type
NPCs (and player characters) have a Type field. This optional field is a list of creature types.
If a type in this field matches a type in the NPC Types list, it will use that dice skin.

If you don't like the preset dice, you have two options to override it.

You can simply turn off that dice skin by unchecking the tiny checkbox between the dice skin boxes.
The "use default" checkbox is only a couple of pixels wide, so you need a tiny mouse cursor to click it.
Unchecking this, and leaving the custom dice skin box blank tells the ruleset to ignore matching on this NPC type.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65331

The second way to override the preset is to drop your own dice skin into the custom dice skin box.
This tells the ruleset to use the custom over the preset.
If there's a custom dice skin assigned, unchecking the "use default" doesn't matter because it's ignoring the preset dice skin in favor of the custom setting.
You can change the custom skin by simply dropping a different dice skin over it.
To delete your custom setting, click the "clear" button on the right. This clears the custom skin and leaves the preset.

You can easily add your own NPC type using the "add dice skin" section. Write a type in the text box, grab and drop a dice skin into the dice skin box, then click the add button.
Remember to grab rather than click so your tray dice don't change.

Make sure the types match between the list and the NPC.
Capitalization doesn't matter, but spelling does.
Avoid spaces because the type match separates by spaces and commas, and will think there are multiple different types.

Note that you can filter the list like you can other lists. Remember to press enter after writing into the filter box.

Colorable dice can be used. You must set the body and text colors before clicking the add button.
Set colors by clicking the little pips. This opens a color selection window.
The top pip is body color, the lower pip is text color.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65332

After you click add, you'll see your type in the list.
You can delete it by clicking the delete button on the left.

Damage dice rolled by the NPC will also have this dice skin, unless there's a damage dice skin set for that keyword.
This is discussed in another post, but you should be aware of that now.

NPC Name
Let's look at NPC Name next.
The items in this list match on the NPC's full name, including spaces. Spelling matters!

It takes a list of names, and will apply the dice skin to all NPCs with names in the list.

An asterisk on the end of the name indicates there is more than one name assigned to this dice skin.
Hover over the name to have the list pop up as a tool tip.

Like the NPC Type list, you can toggle the "use default" checkbox to ignore matching on NPC name.

You can also drop a dice skin of your own choosing to override the preset default skin.
That includes colorable dice. You can change the colors after adding the skin.

Similarly, toggling the "use default" checkbox doesn't matter if there's a custom skin assigned.

You clear the custom skin with the "clear" button on the right.

You can add your own entries like you did with NPC Types.
There's an important difference: you can add multiple names separated by the pipe delimiter.
"Pipe delimiter" is a fancy was of saying that multiple names are separated by the vertical line character |.
You probably didn't know your keyboard has that key, but it does, I promise.
Don't put spaces before or after the pipe because those spaces will be counted as part of the name.
An example of adding multiple names is in the names text box to remind you of how to do it.

After adding one or more names and dropping a dice skin, click add, and your entry appears in the list.
To delete the skin, click the delete button on the left.

Note that NPC Name dice skins will be used over NPC Type dice skins.

Also note that if you change the name in Combat Tracker, it won't match on name, though it will still match on type.
This is aside from the number that's appended to the end by Combat Tracker.

If you have NPCs that you regularly rename the same way in Combat Tracker, you could add them to NPC Names.

Custom NPC
This is a hold over from CoreRPG and was made for D&D. In D&D 5E, it's the only column that new entries can be added to.

They also can't add dice skins directly to PC or NPC character sheets. That makes it useful for them, but not so much for Savage Worlds.

It was left in for consistency, and you can use it if you like. Perhaps the community will find a good use for it.

The Custom NPC list works a little differently from the other lists and from lists in general.

Drag and drop an NPC into the list, just like the text says.
It doesn't matter where you drag the NPC from. The NPC list, an ally on a character sheet, the party sheet, or an NPC window.

The dice skin box will be empty. Drag a dice skin into it. That dice skin will be used over the NPC Name and NPC Type.

The dice skin assigned directly on the NPC sheet will still be used over Custom NPC entries.

To delete a Custom NPC setting, just click the delete button on the right.

Limitations
There are some limitations of the NPC Dice window. I can't get around these limitations, so you're as stuck with them as I am.
Text can't be edited once the item is added. If you misspell, or want to rename, you'll have to delete the old item and create a new one. Or live with the shame of being a poor speller.
The default dice can't be changed or recolored once added. You'll have to recreate the entry. Or live with the embarrassment of poor color choices.
Using the "add dice skin" section is how items must be added.

This list can't behave like all the other lists. By that I mean, you click an add button, a blank entry appears, and you edit it.
Also, the list doesn't lock and unlock.

You can't delete presets from the list. They can be manipulated by code in an extension, but it's easier to override them like we did above.
If the underlying design and code changes in a way that removes these restrictions, I will happily update the UI, and I'll less happily remake the video.

Fortunately, creating entries is easy, for the rare case that you mess up.

Misc
A note about owned dice packs.

Presets have multiple dice skins declared in code. If you don't own a dice pack it will select the next one.

Whatever dice skin displays in the list, you own.

There are very few presets which don't revert to a free dice pack. In those cases you can assign your own.

The list of dice packs used are listed on the SmiteWorks forum, in the Savage Worlds section.
Reference that if you'd like to know which dice packs are favored, or want to check which sets you own or would like to buy.

Remember, at worst you can override any presets with dice packs you own, or just turn them all off.

If a player doesn't own a dice pack, it won't use it when they roll a preset.

If the GM owns it, it will roll for the GM.

For example, an NPC type is set to use Stars & Clovers. When the GM rolls for that NPC, it rolls Stars & Clovers.

All the players will see Stars & Clovers.

If a player does not own that dice pack, and rolls for that NPC, it will not roll Stars & Clovers. It will look for the next dice skin in line that the player owns.

If it can't find any owned dice pack in the list, it will use the player's tray dice skin.

So don't worry, it will roll dice, and they won't be naked.

Players can each set their own overrides, and those dice skins will be used when that player rolls those dice.

That helps when players don't own many dice packs, or if they don't like the hot pink dice with neon yellow numbers preset.

It's also nice for players that have trouble seeing certain dice skins.

Keep in mind that player presets apply only to their rolls.

It will still roll the GM's dice skins and the dice skins other players have set for themselves.

So everyone will see the hot pink / neon yellow skin "that" player set for her NPC dice.

In another post I covered assigning dice skins to the NPC sheet. These settings overlap with NPC sheet dice skins.
The dice skins set on NPC sheets will always be used over all settings in the NPC Dice window.

Here's the full list of the order of precedence the ruleset uses to determine which dice skin to use.

NPC sheet instance
NPC sheet (from NPC list)
Custom NPC (from NPC Dice window)
NPC Name (exact match)
NPC Type (matches type on the NPC Main tab)
dice tray (default)



Here's a video on this: NPC Dice Skins Setup (https://youtu.be/oOcec3f-MXM)

Mike Serfass
August 30th, 2025, 03:01
Use Damage Dice Window

The Savage Worlds ruleset comes with dice skin presets for damage types. Pathfinder for Savage Worlds has a different set of presets.
Settings and extensions can adjust these presets as can modules.
So the exact list of presets depends on what you have loaded for your campaign.

Whatever presets you have, you can adjust them to suit your campaign and tastes.
These settings live under Dice | Damage Dice.

Presets
The preset skins have a default skin, which will be used by default.
Each damage type also has a Raise dice skin which you can see by clicking the minus symbol.
The Raise also has a default skin.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65451

Preset damage dice skins have the prefix "Damage:" followed by a subtype (Physical or Energy), then the keyword. The keyword/name is the important bit.
Damage skins you create have will have the "Damage:" prefix followed by your keyword.
Don't add the damage or subtype prefixes because it won't match on keywords and won't use the skin you want.

Damage Keywords
Now, we need to understand damage keywords.

All attacks, weapons and powers, have a Keywords field.
Keywords are specific to that instance of the attack.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65452

Each time you add a weapon or power to a character sheet, it creates a copy of that attack which is unique to that character sheet. That's an instance of an attack.

When you set the keyword on an attack on a character, it won't change the keyword on a different character. It won't change the keyword on another attack on the same character, even if the attack has the same name.
That allows you to add Bolt twice to a character and name one fire bolt with the fire keyword, and the other frost bolt with the cold keyword. Each will roll a different damage dice.

The keyword of an attack will match on the damage skin keyword.
If you add "Fire" to your fire bolt power, it will match the dice skin named "Damage: Energy - Fire".

Capitalization doesn't matter, but spelling does.

Matches are made on individual whole words. Don't use spaces in keywords in attacks or damage dice.
If you really need to use multiple words for a single damage type, use dashes to make FGU treat them as a single word.

Multiple keywords can be added to attacks, separated by commas.

Keywords can be added to weapons. When the weapon is dropped onto a character, it carries over to the attack.

Overriding Presets
Use the custom skin box to override the damage and raise default skins.
Just drag a dice skin from the Dice window and drop it onto the box.

The box will change to the skin you dropped. If you hover the mouse cursor over it, you'll see the name of the skin.
If you drag rather than click, your tray dice won't change.
Your tray dice will change temporarily when you move over the skin to show a preview, but won't change if you don't release the mouse button.

Colorable dice can be used. You can set the body and text colors after dropping it into the custom box.
Set colors by clicking the little pips. This opens a color selection window.
The top pip is body color, the lower pip is text color.
The pips appear only on colorable dice. If you don't see the pips, sit close enough to the monitor to make your mom tell you that you'll go blind.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65453

Alternatively, you can set your tray dice to a colorable skin, set body and text colors, then drag that dice skin to the custom box.
The downside is it changes you tray dice.
The upside is you can see the color pips. You can also see what the skin will look like.

Each line of damage dice has a little checkbox between the default and custom boxes and displays a tooltip when hovered over.
Your monitor may get nose prints trying to see them, but they are there.

Uncheck the "use default" checkbox to ignore that dice skin.
Uncheck this if you don't want to use any skin for that damage type.
The same with raises. If the raise is unchecked, it will use the same dice skin as the damage keyword it's linked to.

Note that if you've added a custom dice skin, toggling the "use default" checkbox doesn't do anything. It will always use the assigned custom skin.

If you want to remove the custom skin you assigned, click the Clear button on the right.

You can quickly toggle off all custom dice skins by holding alt when clicking on a "use default" checkbox. It will also toggle the raise dice skins.
If you want to toggle all the raise dice skins and just the raises, alt-click a raise checkbox.

Adding Damage Types
Being an open system, the core rules can't cover all damage types.
You may have a setting that doesn't provide damage type presets, or maybe you have damage types for your own home brew setting.
To cover that, you can easily add your own custom damage type dice skins.

Below the list is the "Add dice skin" section. The textbox gives a hint on how to use it.
Type the keyword into the text box. Just the keyword; no prefixes, spaces, odd characters, or emojis.
Drop dice skins into the left default dice skin box and right raise box.
If you forget which box is for which dice, hover over it for a hint.
After dropping a skin in the box, a tooltip will display the name of the skin.

Colorable dice can be set the same way as adding them to the custom box of preset damages.

You must have a name and default dice to add it to the list. The raise dice is optional.
Click the add button to add it to the list.

Remember to have matching keywords on attacks.

These will be available to this campaign, but not others.
If you want the settings to carry over, you can export them. This is covered in a different post.

To delete custom damage skins you added, click the delete button on the left of the damage name.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65454

Generic Damage
There's a simple "Damage" entry at the top of the list. This is the generic damage dice skin. It starts with no default or raise skins.
This is the skin that will be used if no damage keywords match, and on attacks with no keyword.
Being blank means that the attacking character's custom dice skin will be used if no match is made on damage keyword.

Precedence
There's an order of precedence the app follows to determine which dice skin to use for damage rolls.


match attack keywords in order of appearance
generic damage skin
attack trait skin
arcane damage skin for powers
character trait dice skin
tray dice skin


Raises follow the same order of precedence, except that if no raise skin is set, it will use the linked damage dice skin.

Testing
To test the dice skins, roll damage from a character.
The character doesn't need to be on the combat tracker and doesn't need to have a target.

To check the raise dice, click the +Damage d6 in the bottom left corner of the desktop.

When you drag the dice from a character, it will display the applied dice skin. You don't even have to roll to see the skin.

Misc
You can filter the list like you can other lists. Remember to press enter after writing into the filter box.

Damage dice skins apply to all PCs and NPCs.

Presets have multiple dice skins declared in code. If you don't own a dice pack it will select the next one.
Whatever dice skin displays in the dice skins list, you own.

There are very few presets which don't revert to a free dice pack. In those cases it will use the tray dice if you don't own it.

The list of dice packs used are listed on a post above.
The help button on the Damage Dice window will take you to the this forum thread.

At worst you can override any presets with dice packs you own, or just turn them all off.

If a player doesn't own a dice pack, it won't be used when they roll a preset. It will find the next skin in the order of precedence that the player owns.

Whatever dice are rolled will be seen by everyone, even if they don't own that dice pack.
This is a great way to taunt your fellow gamers.

Players can each set their own overrides, and those will be used when that player rolls those damages.
This is helpful when players don't own many dice packs, or if they don't like the eye assaulting dice skin you set.
It's also nice for players that have trouble seeing certain dice skins.

Keep in mind that player presets apply only to their rolls.
It will still roll the GM's dice skins and the dice skins other players have set for themselves.

So everyone will see the ocular assault skin the troll player set for his special attack.

Limitations
I can't get around these limitations, so we're all stuck with them.

Text can't be edited once the item is added. If you misspell, or want to rename, you'll have to delete the old item and create a new one. Or keep the misspelling and tell people it's setting flavor.

The default dice of manually added entries can't be changed or recolored once added. You have to recreate the entry or tell the players it's more setting flavor.

Items must be added with the "add dice skin" section.

This list doesn't behave like all the other lists. You can't click an add button to get an editable blank entry.

The list doesn't lock and unlock.

You can't delete presets from the list. They can be manipulated by code in an extension, but it's easier to set custom skins.

If the underlying design and code changes in a way that removes these restrictions, I will update the UI, rewrite this post, and grump about having to redo my work.

Fortunately, creating entries is easy, and it's not like you're going to mess up anyway.

Damage Dice Skins Setup (https://youtu.be/WOMANamJo7U)

Mike Serfass
August 30th, 2025, 03:01
Character Trait & Attack Custom Dice Skins

You can assign custom dice skins to character Attributes, Skills, Attacks, and Powers.
This allows you to set skins for those special Skills, like Piloting for your Ace. You can set a skin to your trademark weapon. You can also set a dice skin for your healing power. You can even assign skins for running and wealth. If it's a dice on the player character sheet, you can assign a skin to it.
To do this, use the "set character trait dice skins" button found on the player character sheet in the top border, the right-most button in the left-hand grouping.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65532

This opens a window that lists custom skins for traits and the character's normal dice and wild die skins. These are the same as set in the header of the character sheet, and can be changed in either location.
Be sure to unlock the character sheet before setting dice skins!

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65533

To set a dice skin, simply drag a trait dice to the list and drop the dice onto the text that says "drop here".
A box surrounding the drop area appears if you grabbed the correct die.
This can be an Attribute or a Skill from the traits tab.
It can also be the attack die on the Combat tab. Be sure to drag the attack die, not the damage dice.
Activation dice from the Powers tab can be skinned. Use the activation die, not the damage dice.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65534

A new list entry is added for the trait with empty dice skin boxes.
Drop a dice skin from the Dice window to set the dice and wild die.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65535

Just like the other lists, the trait die skin is on the left, the wild die skin is on the right. A tooltip appears if you hover over the boxes indicating this.
If you hover over a set dice skin it will display the name of that skin.
You can use colorable dice skins and they're editable just like the dice in the character sheet header.
Right click the dice for options on setting body and text color. Or, set the colors from the Dice window before dropping them onto the trait box.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65536

Dice skins can be changed easily by dropping a different skin onto the appropriate box. You can also used the clear option to remove a dice skin.
You can delete a trait skin by clicking the delete button on the left.
You can add as many Traits as you like and skin them any way you want to.
Don't add duplicate traits. If you do, it will use the first custom skin it finds and ignore the other.

These skins are set to that specific PC. Every PC has their own set of custom trait skins.
If a skin box is left blank, the trait roll will use the character's custom dice / wild die skin. If that isn't set, it will use your tray dice.
For example, if you want Fighting to use a specific skin different than the character die skin, but use the same wild die skin, then add Fighting to the Trait & Attack Dice Skins list, drop a skin into the left box, and leave the right box empty. Now Fighting will roll the skin you set but use the character wild die skin.

Everyone at the virtual table will see your custom dice skins, even if they don't own that dice pack.

Here's the tutorial video:
PC Trait Dice Skins for SWADE on Fantasy Grounds (https://youtu.be/oPwSuaQIR_w)

Mike Serfass
August 30th, 2025, 03:02
Export Custom Dice to Module

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Mike Serfass
August 30th, 2025, 03:03
Set Trait Custom Die

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macDsinfo
August 30th, 2025, 03:57
as always, thanks so much! how would one go about adding a damage type to the preset list (Necrotic, for example)..?

Mike Serfass
August 30th, 2025, 04:21
as always, thanks so much! how would one go about adding a damage type to the preset list (Necrotic, for example)..?

For the local campaign, use the section under the respective list. (In your case, Damage Dice.)
For an extension, that's more involved.

These will be covered in this forum thread and in videos within the next few days.

Mike Serfass
October 7th, 2025, 16:25
In today's release, you'll get this little custom dice skin feature:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65595

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65596