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  1. #1

    [extension] Core Expanded: Steroids for your Homebrew Ruleset

    Core Expanded v1.0.0 for Fantasy Grounds CoreRPG

    Core Expanded is an extension for the Fantasy Grounds CoreRPG ruleset. It expands the generic CoreRPG sheet into a more automation-friendly toolkit for custom systems, homebrew games, and campaigns that need configurable attributes, rolls, effects, resources, and Combat Tracker integration without building a full ruleset.

    ATTENTION: This extension is intended for use only with the vanilla CORE RPG ruleset. Rulesets based on CORE RPG are NOT supported.

    LINK TO THE EXTENSION IN FORGE

    TUTORIALS

    Part 1: Attribute creation, Roll Types, Success Criteria, Dynamic Attributes and Customization.




    Main Features

    • Expanded attribute system
      • Numeric attributes.
      • Current/Max attributes, useful for HP, stamina, mana, ammunition, and similar resources.
      • Checkbox attributes.
      • Dotted attributes.
      • Text attributes.
      • Attribute categories with visual customization.
      • Show/hide zero values.
      • Allow/block negative values per field.
      • Optional underlines and numeric ordering display.

    • Dynamic values and formulas
      • Attributes can calculate their value from other attributes.
      • Supports formulas using operators such as +, -, *, /, ^.
      • Supports functions such as sqrt, root, pow, abs, min, and max.
      • Supports custom numeric values inside formulas.
      • Includes circular dependency protection.
      • Can use simple aliases created in the Master Control Panel definitions.

    • Attribute rolls
      • Attributes can have configurable roll behavior.
      • Supports self checks.
      • Supports checks against target attributes.
      • Supports value-only rolls.
      • Supports damage and healing value rolls.
      • Supports multiple dice handling.
      • Global options allow configuring default success method, default threshold, and how multiple dice are resolved.

    • Ability system
      • You can add rolls to abilities.
      • Abilities can contain multiple rolls.
      • Ability rolls can be checks or value rolls.
      • Roll chains can continue based on success, failure or always conditions.
      • Useful for attacks that roll a check first and damage only on success.
      • Supports dynamic values inside abilities and ability rolls.

    • Character and NPC templates
      • Save character sheet templates.
      • Apply templates to new sheets.
      • NPC template support.
      • Dynamic links are rewritten when templates are copied to a new actor.
      • Dynamic values are recalculated after template application.

    • Locks and permissions
      • Lock individual character sheets.
      • Lock or unlock all sheets.
      • Host can grant full control over a sheet.
      • Several editing actions respect lock/full-control state.

    • Combat Tracker integration
      • Add selected attributes to the Combat Tracker.
      • Synchronize attribute labels, types, and values between sheet and CT.
      • Current/Max, checkbox, and dotted attributes preserve their relevant fields in the CT.
      • Roll Initiative button.
      • Apply CT templates to new CT entries.
      • Optional hiding of hostile attributes.
      • Targeting helpers such as target allies, target non-allies, and clear targets.

    • Item and Inventory effects
      • Items can have effects that auto-apply while equipped.
      • Weight Limit field in inventory.
      • Weight limit field can be a dynamic value defined by the user.

    • Master Control Panel
      • Adds a sidebar Master Control Panel.
      • Allows global effects that are always on while active.
      • Supports scopes such as all PCs, PCs in CT, NPC's in CT, and everyone in CT.
      • Supports resolve timing at actor start, actor end, round start, and round end.

    • Reusable definitions
      • Definitions can be used as reusable conditions.
      • Definitions can be used as effect macros. EX: You could simplify the effect [REPEAT; HP: 1d6 damage] to a short name like 'Burn'.
      • Definitions can be used as attribute aliases. Ex.: You could add a short name like HP to Hit Points to make writing effects easier.
      • Short names are supported.
      • Definitions are case-insensitive and include recursive loop protection.

    • Custom effect engine
      • Effects can run on character sheets, NPCs, CT entries, item effects, and MCP effects.
      • Supports semicolon-separated effect components.
      • Supports targeting tags such as [SELF] and [TARGET].
      • Supports timing tags such as [RESOLVE STARTSELF], [RESOLVE ENDSELF], [RESOLVE STARTTARGET], and [RESOLVE ENDTARGET].
      • Supports expenditure tags for normal effects: [ACTION], [ROLL], and [SINGLE].
      • Supports conditionals: IF, IFT, ELSEIF, ELSEIFT, ELSE, and AND.
      • Supports checks and internal rolls: CHECK, CHECKONCE, and ROLL.
      • Supports modifiers such as MODCHECK.
      • Supports PERMA, INSTANT, REPEAT, and LATEREPEAT.
      • Supports attribute changes, set values, deltas, percentages, dice, formulas, current/max targeting, damage, and healing.
      • Supports status tags through STATUS.
      • Supports combat helpers: DAMAGEBONUS, DAMAGEREDUCE, SHIELD, and REFLECT.
      • Supports rerolls through REROLL.
      • Supports usage limits such as ONCEPERTURN and COOLDOWN.
      • Supports save/removal logic through SAVECONDITION.

    • Runtime condition flags
      • HASTARGET
      • TARGETCOUNT
      • ROLLED
      • ROLLED(Attribute)
      • ROLLSUCCESS
      • ROLLFAIL
      • ROLLTYPE
      • SOURCEHAS(Status)
      • TARGETHAS(Status)
      • ISPC
      • ISNPC
      • ISALLY
      • ISENEMY
      • HASMOVED

    • Slash command help
      There are a lot more effects than the ones listed here, so you can always use the console commands to check available effects, conditions, and tags.

      • /ce effects lists the effect syntax quick reference.
      • /ce <topic> shows detailed help for specific syntax topics.
      • Examples: /ce perma, /ce tags, /ce definitions, /ce conditionflags.





    Example Uses

    Code:
    Defense = Dexterity + Armor + Shield
    Code:
    IF: Hit Points <= 50%; Strength: +2
    Code:
    REPEAT; Hit Points: 1d4 damage
    Code:
    CHECKONCE: Dexterity -2; INSTANT; ELSE; Hit Points: -1d4 damage
    Code:
    DAMAGEBONUS: +3
    Code:
    REFLECT: 25%



    Compatibility Disclaimer

    This extension was made to be used with the base CoreRPG ruleset. It does not guarantee compatibility with other rulesets or with other extensions, especially extensions that modify the same character sheet, Combat Tracker, effect handling, item handling, or roll-processing systems.

    Also, this is a huge extension with so many features that I had to run literally hundreds of tests until I was happy with the results; but because there are so many different possible scenarios, it's perfectly possible that something has slipped my attention and found it's way into the initial release, so, minor bugs might happen (hopefully not).




    If you have any questions or suggestions, please leave your message here.







    Last edited by Alanrockid; June 1st, 2026 at 22:38. Reason: Extension now live in forge!

  2. #2
    Looks Amazing. Can't wait to play with it..

    Madman..
    "Overthinking, over analyzing separates the body from the mind."...MJK... Tool frontman



  3. #3

    Join Date
    Dec 2016
    Location
    Collierville, TN
    Posts
    515
    I'm not getting any of those right click options you have showing. I can only see ways to enter effects or plain text. Dice configurations only show the result of what ever dice formula you enter, not the result of the dice being rolled. I'm not seeing any of the options you listed under Expanded attribute system.

    I'm probably doing something wrong, or completely misunderstanding what this extension is supposed to do.

  4. #4
    Quote Originally Posted by claedawg View Post
    I'm not getting any of those right click options you have showing. I can only see ways to enter effects or plain text. Dice configurations only show the result of what ever dice formula you enter, not the result of the dice being rolled. I'm not seeing any of the options you listed under Expanded attribute system.
    I'm recording a video right now to better illustrate how to do things in this extension. But for now, just make sure to test it with no other extensions and with CoreRPG vanilla ruleset to make sure is not an issue of conflict with another extension.
    "A saint does what is right. A leader does what is necessary."

  5. #5
    https://www.youtube.com/watch?v=Xlx_58QwlHU

    This should cover the basics of attribute creation, dynamic values, appearance customization and roll types.
    "A saint does what is right. A leader does what is necessary."

  6. #6

    Join Date
    Dec 2016
    Location
    Collierville, TN
    Posts
    515
    Thank you!

  7. #7

    Join Date
    Dec 2016
    Location
    Collierville, TN
    Posts
    515
    Do you have a recommendation on how to set up an attack that targets the armor and any remaining damage then converts to the target wearing the armor?

  8. #8

    Join Date
    Dec 2016
    Location
    Collierville, TN
    Posts
    515
    Is there a way to make an ability roll result be the value of an ability; or set up opposed roll mechanics?

  9. #9

    Join Date
    Dec 2016
    Location
    Collierville, TN
    Posts
    515
    How are you defining Multidice handling? I'm not seeing a difference in the way it rolls for any type of rolls. It just rolls what ever dice you enter and adds the number in the field as a modifier.

    I was expecting it roll each die (the number of dice based on the number field) individually with a separate results for each.

    That being said, there is no way to set success ranges for that type of roll (only choices are >, =>, <= and <. Multidice handling should have success ranges based on the number rolled. Example: if using d6 sets: usually a 6 (or 5-6, with a 6 sometimes giving a critical result) is a success and anything lower is a failure (with a 1 sometimes being a critical fail).

  10. #10
    Quote Originally Posted by claedawg View Post
    Do you have a recommendation on how to set up an attack that targets the armor and any remaining damage then converts to the target wearing the armor?
    I'm working on new formulas for target attributes, like TARGET(Armor), which should be ideal for this case. However, in the current build, you can simply add a permanent effect to the character, such as SHIELD: Armor (or whatever your defense/armor attribute is called). Then, instead of rolling an attack, you just roll the damage directly. It will have the same effect, since any damage lower than the armor value will be nullified.

    Quote Originally Posted by claedawg View Post
    How are you defining Multidice handling? I'm not seeing a difference in the way it rolls for any type of rolls. It just rolls what ever dice you enter and adds the number in the field as a modifier.

    I was expecting it roll each die (the number of dice based on the number field) individually with a separate results for each.

    That being said, there is no way to set success ranges for that type of roll (only choices are >, =>, <= and <. Multidice handling should have success ranges based on the number rolled. Example: if using d6 sets: usually a 6 (or 5-6, with a 6 sometimes giving a critical result) is a success and anything lower is a failure (with a 1 sometimes being a critical fail).
    First, please be aware that the multidice handling option in the Fantasy Grounds settings applies only to loose dice — the ones you drag and drop directly from the desktop, instead of rolling from an attribute. If you want to handle multidice rolls from an attribute, you need to right-click the roll icon on that attribute and select the desired multidice handling method.

    Right now, if you select Individual Results, it will compare each rolled die against the attribute value. So, if you want something like the Storyteller System attributes, where Dexterity 3 means you roll 3 dice, you should instead drag 3d10 to the attribute. Then, the actual numeric value will work as the DC for each die.

    I'm also working on new variables ROLLVALUE and DICEVALUE that should be useful to create effects like you said, where a 1 is always a failure and a 6 is a critical success. I think an effect to force a check success or failure could be useful as well, so I'll include this in my todo list for the next release.

    Is there a way to make an ability roll result be the value of an ability; or set up opposed roll mechanics?
    Could you explain this one a little further?
    Last edited by Alanrockid; June 3rd, 2026 at 00:09.
    "A saint does what is right. A leader does what is necessary."

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