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Vaall
January 31st, 2026, 16:23
Dynamic Table Tags (Effects, Feats & Features) (5E)
Current Version: v1.2.0 • Updated: 2026‑06‑23

https://forge.fantasygrounds.com/shop/items/2826/view

**Table Tags** lets you call any Fantasy Grounds table directly from effects, feats, or class features using simple tags.

At runtime, tags are resolved into either:
- Random results
- Manual player selection

This enables highly dynamic and reusable automation across your game.

---
## Features

- Use tables directly inside **effects**
- Use tables inside **feat and feature names**
- Random table resolution
- Player selection dialogs (manual mode)
- Column selection by **index or label**
- Recursive table resolution (nested tags)

---
## What it does

Whenever a tag is detected in:
- an **effect**
- a **feat name**
- a **class feature**

The extension:
1. Scans for table tags in the string
2. Resolves the specified Fantasy Grounds table
3. Prompts user selection (if manual mode is used)
4. Replaces the tag with the result
5. Recursively processes any nested tags

---
## Tag Syntax

#Random Table Tags supports the following forms:

- [TableName] or (TableName)
→ Roll on *TableName*, use **column 1** by default

- [TableName;N] or (TableName;N)
→ Roll on *TableName*, use **column N** (e.g. `;1`, `;2`, `;3`, …)

- [TableName;ColumnLabel] or (TableName;ColumnLabel)
→ Roll on *TableName*, use the column whose header/label matches `ColumnLabel`
(match is case‑insensitive and ignores leading/trailing spaces)

# Manual Resolution (User Selection)

- `[TableName;?]` or `(TableName;?)`
- [TableName;N;?] or (TableName;N;?)
- [TableName;ColumnLabel;?] or (TableName;ColumnLabel;?)

→ Opens a selection window allowing the user to pick a result manually

---
## Important Notes

- **`( )` syntax is strongly recommended**
- Fully compatible with NPCs and Combat Tracker
- Avoids parsing conflicts in `[EFF: ...]`

- Using `[ ]` inside CT effects may cause issues due to nested brackets

Changelog

* v1.2.0 — TableTags work now in Feats and Features
* v1.1.1 — Fixed compatibility with other extensions. No visible changes for users
* v1.1.0 — Added support for `( )` syntax (recommended for CT/NPC compatibility), Added manual selection with `; ?`
* v1.0.0 — Initial public release.

GKEnialb
February 6th, 2026, 21:58
Looks useful - thanks!

Gilafron
May 19th, 2026, 22:32
Is this extension obsolete with the recent rewrite and expansion of FG-native coding?

Vaall
May 20th, 2026, 07:15
Hey, actually, no, it's not obsolete because it doesn't produce the same functionality as FG-native coding.

From what I've tried, TABLEO() and TABLEOE() will roll a table and display the result in the chat.

This extension replaces the [Table Name] tag with the table result directly in the effect you just applied.

The best example I have is for the "Confusion - 5e" spell using with BCEG.

Initial effect: "Confusion; SAVEA: [SDC] WIS (M) (R); SAVEE: [SDC] WIS (M) (R) SAVEADD: Confusion Effect"

With the following in your global effects list: "Confusion Effect; [Confusion]" duration 1 round, expiration at the end of the target's turn.

Then you have your "Confusion" table:

1: Move to [Direction]. No action.
2-6: SPEED: 0; no action.
7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10: The creature can act and move normally.



Note: You can even create alos the [Direction] table with:

1: North
2: Northeast
3: East
4: Southeast
5: South
6: Southwest
7: West
8: Northwest



Thus, if the creature fails its first saving throw, "Confusion" will be added to the target. And the [Confusion] tag will be replaced directly in one of the results.
At the end of its turn, this effect is removed, and it makes another saving throw, which, if it also fails, will add the "Confusion" effect again with a new random result from the table.

Here, the table result remains primarily text. But in other cases, you can put whatever you want there; such as bonuses/penalties like "@ATK: 1d4"; "AC: 1" as contained in the effect, FGU will interpret it directly.

Vaall
June 3rd, 2026, 20:53
Update :

v1.1.0 - Added support for `( )` syntax (recommended for CT/NPC compatibility), Added manual selection with `; ?`

Vaall
June 23rd, 2026, 18:03
Update :

v1.2.0 - TableTags work now in Feats and Features

Short video demonstration :

https://youtu.be/yq2D8zmnjmg

estrolof
June 23rd, 2026, 21:54
This is awesome! I have a 'broken' magic cloak that I had a reminder to roll on when the trigger even happened. Now, this can just DO it with WAY less spam! Nice job!!