#FORGE STEEL
1 messages · Page 3 of 1
I'm trying to get it done as quick as I can - here's a WIP preview showing what I'm going for:
I love "Elf (high)"
🎶 Smoke wode everyday 🎶
In addition to that, the Whirlwing kit is showing a Range of 3 on the export/system for the ability, not taking into account the +1 range granted is already included
It looks like the Virtuoso Maneuver, "Power Chord," shows up as a main action when it should be a maneuver
Range 3 is correct
Fixed!
Fixed!
@lavish spire this is the spot for forge steel questions.
I think the answer is that the monsters in forge steel are still being updated to the final rules.
Ah sorry, thanks for rerouting me!
Many thanks - good to know I should be using the main manual and I wasn't missing something in encounter balance!
We've been focussed on getting the hero data updated, and that's done now. Monsters are in progress.
Thanks so much! the app structure is great, I was just getting very confused as almost everything was correct and then I saw the differences!
Keep up the great work
Any update on this?
Looks like its working for me
Well folks, my laptop has died. I don't typically ask for donations, but if you appreciate Forge Steel and you wanted to support its development, now would be the time 🙁
Donated, best of luck o7
that sucks! hopefully you can get a replacement lined up quickly!
Wough
I was just thinking this morning that I wantd to send some cash your way because the tool is awesome and I appreciate you. You need a DONATE button on the forge steel website!!
In the meantime, what's the best link to use?
There is a way to donate in the About sidebar.
found it. Thanks!
Donated also, hope you get enough support to spring back again quickly!
will players have to do anything to update their PCs to the latest set of updated rules?
also. Forge Steel is literally The Best, I've signed up to a regular donation
At this point you have to unselect and reselect your class, etc because your character data is stored locally. In the future this might be more automatic: #1284267513084903485 message
Or you can rebuild from scratch. That is what I have done, with the old character up in the second monitor to compare.
I am (or was) working on some code to ensure your heroes are always automatically using the latest updates to the rules.
I hope you're cool with me cross-posting your laptop note to reddit. Lots of love for you over there!
Just to update on something I put in the other thread, Potencies are now showing up correctly for Level 4+ characters
Is there a way to make the export printer friendly?
it should be pretty printer friendly by default?
It's not in the default USA paper size of I remember correctly. You can just do scale to fit and it doesn't adjust the size drastically and prints fine.
oh is the sheet in A4? Forge Steel 🇼
It spits it out in dark mode for me
That seems like a bug? Both the pdf exports should be, well, the nice printer friendly form-fillable pdfs
I may have also unintentionally misdirected
I'm looking specifically at encounters, not characters
Oh
Yeah I have no idea then, there might not be a nice pdf export for that. I think you can set it to be light mode before exporting and it will be less dark at least
since it basically is doing a fancy screenshot
though I don't know where the button to switch themes is hidden anymore
That was the first thing I tried, couldn't find it
in firefox you can change it in the inspector
I'm sure chrome has a similar button
The sun icon in the middle here
That did help, but the text is too small I can't read it
I usually prefer paper, I'll try with my tablet though
@urban hollow - just started messing with Forge Steel and it's really impressive. What a wonderful contribution to the community. ❤️❤️❤️
Orc Bloodrunners falsely have 10 stamina in Forge steel, rather than the correct 50
Orcs haven't been updated yet, they're on the roadmap
I see; everything else seemed accurate to 1.0, so I figured they had, but I guess not that much has changed.
You can now update your hero when there is a data change - no more deselecting and reselecting your class every time something changes. BUT! It's in beta, so let me know if it causes any problems. You can find it by editing your hero and going to the bottom of the Details tab.
This one's huge. The number of times I've had to tell a player to deselect/reselect their class because something got updated, but then they had to re-choose all their options drove them crazy.
Now, there's just a BUTTON for it? @urban hollow you rule. I hope the new laptop fund is continuing to accrue. I donated yesterday. 🙂
I added a portrait for the first time and got jumpscared by my character's eyes peeking out at me from behind their card in the Heroes screen 😂
As I'm working on adding Google Drive support I'd be curious to hear what folks expectations might be in cases like connecting to drive when there is a copy of a hero in the drive and stored locally. E.g. sign in on PC and get everything synced, then sign in on phone which has a redundant(?) copy of the now-synced hero.
Or sharing heroes with the director.
Or the director sharing homebrew nonsense with heroes.
Or any other thoughts in that domain
my #1 priority would be sharing heroes with the director basically (as the director)
Would it be an acceptable expectation that the player "owns" the hero and so the director isn't changing anything on there directly?
100% yes. I know many GMs (including me!) who love sneaking stuff onto their players' digital sheets, but that's not part of core functionality lol
So, first off I'd just like to say props to the creator for making this digital tool, its very neat.
Also though, out of curiosity, is there a way to see monster stats in the session section?
I've noticed that the encounter section displays all of a monster's stats but not so much in the part where you run encounters.
I might just be missing something obvious though
Click on a monster in the list, then click ‘stat block’ in the sidebar that appears
Repost from rules questions:
When I played around with the Forge Steel char creator (https://andyaiken.github.io/forgesteel/), I noticed it was giving me 1 free skill at the end of the level 1 process. For instance, for a High Elf Shadow I got for level 1 skill selections: 2 Intrigue Skills; "Choose 5" which I'm pretty sure properly picked from exploration, interpersonal, and intrigue; and at the very end it gave me a free Lore Skill.
Tried it again with a Orc Tactician and I got: Interpersonal Skill - Lead; Choose 2 (seems right); and then at the end a free Interpersonal Skill.
Am I right in seeing this as a bug in Forge Steel or is there some additional level 1 skill gain I'm missing the core book somewhere? (And if anyone knows, where do I report Forge Steel bugs?). I used a Bespoke Culture in both cases.
Also it was suggested I post a character file, let me know if that's helpful in figuring out what happened.
Ok, we’ll get to the bottom of this. Where in the hero builder does it ask you to pick a skill when it shouldn’t? Or, which skill appears on your hero sheet that shouldn’t be there?
I'm pretty sure it is working correctly; the final skill selection comes from the subclass
is there a notification when you pick a subclass that grants a free skill that you've already picked? I don't seem to have that flag, sometimes causing two selections of the same skill
Tried the same and saw the same thing
yeah if your tactician was a vanguard, you get an interpersonal skill
idk about the shadow though, all the subclasses give a specific skill, not a choice afaik
No but that's accounted for
oh hm
you get Lead for free from tactician
You're right
that might be that
I switched to Mastermind and it's Lore at the end. So that's that solved
Now for the shadow
The classes are typically set up to allow a choice within the selected skills group, and have the choice defaulted, to make it easier to handle the RAW case for already having a the gained skill from e.g. Culture
might be helpful to have in faded text where each skill choice comes from (subclass, class, etc)
E.g. College of Black Ash
For character creation I agree completely, though I think that might be clutter in normal use 🤔
Black Ash Shadow is correctly giving the Magic skill yes
I mean, my actual experience of making a character outside of forge steel usually involves a skill step after selecting everything else
It's okay me too
I can't believe I read BOTH the tacitician and the shadow twice yesterday
and did not see the added skill from the subclass
well, answered! thanks everybody
I've been devouring this game nonstop for almost a year and I still didn't understand lmfao
It is huge, but I’d prefer it, ideally, not to even be a button - if it works seamlessly it should just happen automatically without any user action
yeah no need on the hero sheet. Just while editing
The button is nice in the event that something goes wrong, for example after a big update. I wouldn't want to have a surprise of a scrambled character when opening the page right before session
Having an option to disable would be nice, at least?
Sure. But I’m going to celebrate the PROGRESS, regardless of the ideal state.
This button is a big step in the right direction, so I say “huzzah”!
I suppose the most mature implementation would have an option for automatic updates, an indicator if there is an available update when not automatic, and a rollback feature in case there are hiccups with the update. Either way though having a baseline is fantastic!
Oh, and an indicator for attention needed after an update, like as an arbitrary example a feature giving 4 skills where previously it gave 3, so the player has an extra selection they can make.
Great points, here.
anyone know about this question/behavior?
Is Forge Steel updated for the final rules? I tried leveling up a tactician to 2nd Level but they didn't get their 2nd-Level Doctrine Feature
it's been like this for a long time, I think the expected user behavior is recognize you have a duplicate skill, track down where it might have happened, and switch it
at least when you pick a skill from a list, the options you already have are greyed out
All hero stuff is up to date yes, but also it was already up to 3rd level before that so something else must be going wrong
Not sure why, the first level doctrine feature worked fine
Oh nevermind... I was looking in Features but it was a triggered action
right, I was just wondering if there's been a feature request to at least like add a notification to the tab that has the dupe in it
I can possibly get a PR up for that without disrupting the Drive stuff. The idea would be basically when gaining a feature that grants a skill choice with a default selection, the default won't be used if the hero already has it. The normal "selection needed" indication would take over at the point
that'd be perfect too!
it's like table stakes, was just something I realized was happening
This is low priority while data intake is going on and laptops are dying, so I can log this as a ticket on GitHub if it would help tracking, but can we get the "Create Homebrew Version" button for subclasses? Exporting the data from one and importing it doesn't work, oddly (doesn't seem to see the file at all)
It would also be nice to attach a homebrew subclass to a class for use in the hero builder
Hey i have been trying to access forge steel for a while now but I am just seeing a greyed out screen.
okay worked on microsoft edge but not in chrome
This is a really niche request: as someone working on a homebrew class, I'd like it if I could export only specific levels (e.g. 1-3) of a class that has more in it (e.g. levels 1-10). Keeping a "published" sourcebook separate and pruned from a "working" sourcebook is part of my workflow I'd love to cut
Is the hero randomiser broken rn?
If you open up your browsers developer tools you’ll see a console - let me know what’s shown there
Not that I can see - what are you experiencing?
I created a random hero and it picked up features for the ancestory which should not be possible.
In this case it was a dragon knight with 4 damage immunities (which costs 4 points).
Also when I tried editing it, a page with only curved brackets oppened.
If that happens again, open your browser's developer tools and send me whatever's in the console please.
Will try to replicate it.
The text here is getting clipped. I think it might be better if the pannel is expanded to the width of the container.
Also QOL request.
Can the Null's Inertial shield subclass benefits be added to the ability itself like the censor's judgement order benefits?
That's in now.
@urban hollow
Checked with the bestest and the coolest feature ever to exist in the whole entire world of the universe: The update hero data button.
And it seems to be working. Thanks sir!
One UI feedback that I got from some players was that some elements on the website when highlighted becomes light blue with black text on it. They were saying that contrast was hurting their eyes, and I have noticed some elements (like the separator of the header and body text in this case) gets suppressed with the light blue highlight.
If you think that is a viable feedback, I was thinking maybe that can be replaced with the ability element highlight with the blue border and light grey background.
Try again now.
I've made a small change to dark mode, let me know if it's better.
The elements that were not visible before are now visible, but in my opinion the contrast of the colours are still a bit off. That could just be me though.
Some places like this, you can't see the delete button when you highlight it.
There seems to be a small issue with exporting character sheets as PDFs: high-level characters still have their first-level stats. Here is an example of the same Dragon Knight character exported at levels 1 and 7.
Obviously, this is easy to edit on the user's end, but I thought it was worth reporting.
Stats as in characteristics? Let me look into that.
Should look better now.
Yes, characteristics (sorry, new to the system).
This seems to only affect PDF export; the characteristics in Forge Steel itself are fine.
Fixed
Found another bug: The headers are black here. In the notes section.
Maybe fixed now. Might have side effects, let me know if anything breaks.
Still looks the same on my end. Refreshed the page.
What version does your app say it is?
Another thing I've noticed, the tab that talks about HR generation doesn't update as you level up.
I'm looking at my level 5 Null and it still says I get 1 Discipline from an enemy acting in my Null Field. It should be 2 Discipline as of level 4.
Then you're probably not using the latest version of the Null.
Ok, I unselected and reselected the class and it worked.
there should be an autoupdate button now
Hey everyone! I know about Forge Steel and it's amazing. I have been running Daggerheart as well and want to switch over my games to Draw Steel. The one thing I'm not finding is like an automated tool to take an adversary and auto slide it up or down based on it's level.
I know it's not hard to do manually....I can reskin or use other guys as a base but is there any tool that does this? I found the reddit post that has all the stats by Monster Org and Role by level which is super helpful but has anyone tied that into an App yet?
I'm lazy so just thought I would check before doing it myself 😄 - thanks guys! GO DRAW STEEL! Go FORGE STEEL!
I can't believe I only just discovered yesterday there is an add on tool for Codex that allows one to import FS data files for characters. 🤯
I switched to Codex (can't say enough good things about it) from Roll20, but my group still uses FS for character creation since it is more complete. This whole time I thought, there'd be no way to import FS characters into DS, but I was dead wrong. Haven't tried it yet, but so happy LOL.
BTW, I did this before and now for the life of me cannot figure out how to do it again - when I create a named container for Heroes in FS... er how did I do that again?
I’m working on this next I think
Folder, in Details
where is details?
Last tab of the Hero Builder (Edit Hero)
Tanks
Can they check they’ve selected an array AND assigned the array?
Fwiw, just cofrimed that making a brand new hero on my end works
Is the Blade of the Luxurious Fop implemented in the inventory system? I couldn't find it last night
Does your kit allow it?
The last filter is defaulted to enabled
Oh ok, didn't realize it didnt show you the full list, only what your kit allowed. Im the director so idk, I was asking for my player
Can confirm it was user error. My bad!
For Talent's Hypersonic ability, there seems to be a small inconsistency in the size of AoE. The book says it is a 5x2 line, whereas the option in Forge Steel specifies 5x1 line.
I've checked the errata doc just in case, but it doesn't seem to be mentioned there.
I’ll check this out
Is there a video somewhere showing how people are using Forge Steel during play?
Is Codex out for patreon subs or something? I haven't seen any news about it.
you can join the beta #trpg_virtual-tabletop message
It's from January but it fits the bill
MCDM recently came out with the second Draw Steel playtest! Let's make a Harlequin Mask Shadow using Forge Steel, a free character builder.
Links:
- Art by Grace Cheung: https://bsky.app/profile/eriopsis.bsky.social/post/3lcsvcmw3mk2g
- Grace Cheung on ArtStation: https://www.artstation.com/eriopsis
- Forge Steel by Andy Aiken: https://andyaike...
Oh, during play? Sorry none that I know of
This is another excellent one of the hero builder: https://discord.com/channels/332362513368875008/1404207782810489012
Send me the encounter file, I'll look deeper.
Fixed, thank you
Oh perfect! I don't watch much but I'll definitely watch this one
Also something that came up in my game, is there any chance of either adding a language called "I Speak Their Language" or some other method of not selecting a language upfront with a count for how many languages you could "know" from the sidebar on pg. 16?
This is so players can keep a bank of language options up their sleeve without just leaving it blank and forgetting 🙂
You could just add a custom language as a placeholder when building your hero?
I did not scroll that far. Damnit Andy, you're too good lol
I know someone is reworking the sheet export so Idk if this is gonna matter but inventory items appear to be exporting to Features instead of Inventory atm
that does kind of remind me of something I need to ask/figure out - I've been basing my new character sheet export format on the official one as much as possible, but that sheet does not include a single place for immunities/weaknesses, or inventory.
so the first pass of the new export will probably need further iteration and improvement
I think Inventory is expected to go in the open ability cards? No place for immunities is rough yeah
Inventory going in open ability cards makes sense. I was thinking about putting Immunities & Weaknesses in the Modifiers block, but space on that first page is really tight
Something I noticed with the Orc's "Nonstop" trait. On the web I can see it represented under "Can't Be" on the right, but when I export to a PDF it's not represented anywhere.
I should have condition immunities handled in the new export (at least for the normal conditions)
also - I'm trying to get it done as fast as I can! I think I'm pretty close to a v1.0 🤞
I think there might be an existing option for this? Under Options > Separate Inventory features. I believe it defaults to off - so the features are included with the main features.
Whoops thanks
though that may not apply to the pdf export
Yeah it's in-app only
I love how the tool is so good, Matt uses it in lieu of the official sheet in the DT videos 😁
Glamor of Terror appears to be missing from high elves?
Not any more.
Fixed
Thannnks!
Found one more case of black text tho. Lmk if you don't want me to report these as these are minor issues.
No, I always want to know if there's something to fix. Fixed now.
Hello! I was building a Censor using Forge Steel and discovered that the Trickery domain feature Inspired Deception mentions Intuition instead of Presence (in the book it is Presence both for the Censor and Conduit)
Fixed
@urban hollow This was also something that can be tinkered with imo.
Also "fake your death" is a manuever, it is displaying as a main.
One more QOL request, the glamour of terror can be represented as a trigger action like the example.
@urban hollow so I just opened a PR with my pretty substantial PDF export addition/changes. Please reach out with feedback/questions/whatever as you have a chance to look through it
Should the effect for this say Infinity?
I am making a homebrew leveled weapon and I can add the extra damage but I can't seem to add the tag for damage type. Anything I'm missing?
Damage equal to negative Infinity??? Dang
Just a little bug, when you select “Custom Title” it doesn’t let you edit the name or description
Fully healed, permanently, forever
Pythagoras doesn't exist in Orden but number overflow certainly does
Oh I thought that was a high manifolds only thing
If your manifolds are high, you should call your local geometer
Seems perfectly reasonable to me. But fixed.
Might the Summoner playtest appear in Forge Steel? (I’m happy to help with some amateur-level data entry!)
(The Patreon post is public… so I’d think it’d be covered under the licence?)
It is not (or, if it is, the license hasn't been changed to reflect that)
Playtest materials (outside of the backer playtest #2, that was special) will likely not be covered by the license, just due to the nature of change. It will probably be fine once the class is finalised!
You could probably make it yourself for personal use there. But you wouldn't be able to make it publicly available.
I would be able (I believe) to add whatever new feature types would be required for the class, but I can’t add the class.
For example, summoner range has been available in the app for a while now
Some battles in Delian Tomb ask the director to have minions in groups of 4, but the smallest that some groups can be in the playbook encounter builder is 8.
It's not a problem to just throw 8 spine cleavers into each squad and only have 4 on the VTT, but the ability to add in groups of 4 or other smaller denominations would be nice for QoL, and accurate encounter difficulty math.
Amazing tool, my players and I love it.
Have you tried changing the minion bucket size in options?
You beautiful genius. Thank you!
Will pitch this again — the importer doesn't appear to recognize exported subclass data files, and there's no Create Homebrew Version button on them, so there's no easy to way to grab a framework for custom subclasses
I'm not seeing a problem with importing subclass files - can you send the file that's not working?
@urban hollow I'm not seeing that issue you were seeing for the new character sheet export - how should I reproduce? Also, I should have mentioned that the html-to-image version needs to stay at 1.11.11 since starting in .12 or so there's a bug that causes export in Firefox to not work
I was using Chrome
Hmm, I checked in chrome on Windows and it worked for me. Was that zoomed in view the exported PDF itself? Or something else?
That was the pdf
Hmm, would you be able to send me the hero data you were exporting as well as the bad PDF?
If I export a core class, I can reimport it just fine, same with a homebrew subclass that I make from scratch. But if I export a core subclass, it doesn't seem to accept it. See attached images for my File Explorer vs the import window
(And having a "Create Homebrew Version" button on the subclasses would also work, ofc)
Importing that subclass works for me, does it cause issues for you?
It just literally doesn't let me select it. Tried on Win and Mac
Are you trying to import it in the Library subclasses list, or when you're editing a homebrew class on the Subclasses tab, or somewhere else?
From — oh god
Yep I was just not tabbing back over to Subclasses
Absolute fool, my apologies! 😅
Just wanted to come by and say that I used Forge Steel on my phone to track my character sheet tonight, and it was working like a charm! The UI worked great, I could find everything I wanted and edit easily
Can someone explain to me the structure of ability data in .ds-hero files? It looks to me like everything from "preEffect" to "persistence" can also just be handled in "sections". Is there any pattern to that?
Or, alternatively, if there is any documentation out there, that'd be great. I didn't find any on the github, but maybe I'm blind >.<
sections is the modern way to handle abilities; the other fields are deprecated.
I see... That still leaves me with the question whether I want to be able to handle legacy data >.<
Is there any way to get the damage bonuses for the War Domain Censor’s Sanctified Weapon and Improved Sanctified Weapon automatically applied? I’ve done this by adding an Imbued Weapon to my inventory and selecting 3 random imbuements, but I’d like to see if I could make it work without that kludge. Maybe an inventory item that lets me apply the weapon tags to it so it’ll apply the extra damage only to melee or ranged attacks based on the tag?
Small error in the 6th level Null feature Iron Body
Bug: When being a Revenant, and selecting Polder as the Former Life you should get 3 ancestry points to spend (because size 1s), but it still says 2pts
Yeah, that's known - the workaround is to add your missing feature through Manage | Customize
Bug: Conduit Domains aren't shown as the subclass
I'm not sure what you mean by this.
ah - so for the Conduit, their Domain selection is the subclass. Currently When you create a Conduit, there is nothing displayed anywhere you would normally see a subclass named/displayed
For instance - for a Tactician, the Doctrine is displayed under the 'Class' section like so:
But for a Conduit, this is what is shown in that section:
yeah, you see this instead:
yeah - it's more of a data model consistency thing I guess? Maybe not a bug per se
It seems to me that the data model for the Conduit should still have data for the subclass (I have no preference for how it displays in the app, to be clear)
Not a bug, no. Conduits select two domains, which in effect become their subclass, but they don't actually get a subclass.
I guess I'm confused why in this particular case it isn't a subclass? Since to me the book says it is your subclass:
After choosing your deity, pick two domains from their portfolio. The two domains you pick make up your subclass
not a huge deal since it is possible to get the values anyways, I'm just unclear
Because domains are shared with the Censor, so are separate chunks of data. Just the way I chose to implement it.
fair enough!
Anyone else try to download the data file on an iPad and have it disappear into the void? It’s not saving them to my downloads folder like the PDFs.
I was trying to copy characters I made on my iPad to my computer to reimport there.
Data files are saved as .ds-book file I believe
Or something similar with a non-standard extension as opposed to a pdf, it may be that your OS hides the files
Right. I can’t find them anywhere, but if I click them in the download list it opens in an app I have called Documents which auto-renames them all to .json
But they must be landing somewhere with the .ds-book extension
I'm afraid that I'm not an iOS person so I won't be able to offer much help - I'd check the actual extension but I'm away from my PC atm
It looks like the iPadOS browser is automatically putting .json on the file name, not the app Documents
Heads up! Didn't see this little bug mentioned when I skimmed recent history 😅
The Wode Elf Troubadour pregen has Might -1, Intuition 1 on Forge Steel but Might 1, Intuition -1 on the Delian Tomb character sheet
The pregens haven't been updated yet
It seems like when getting the same skill from two different source, Forge Steel lets you choose another skill from the same skill group, rather than another skill from any skill group like it says on Heroes page 16. Is the plan for Forge Steel to work that way instead in future?
I’ve noticed that it doesn’t always clear the second selection of the same skill. For example if I pick something from my culture that is later granted by my class or subclass I have to know it and find the skill in the various grants to switch it
Fixed
The app should now notify you if you've somehow got a skill twice.
I have a niche feature request! What's the likelihood of an option to export a markdown "class summary" block? I'm thinking of Lancer's COMP/CON which can make a statblock like this (shortened):
[ LICENSES ]
HA Sunzi 2
[ TALENTS ]
Field Analyst 2, Spotter 2, Infiltrator 1```
So something like:
```**Hero Name**: Class #, Subclass
MARIP
Stamina # Speed # Stability # Disengage #
Enchantment/Kit/Ward
Culture | Career | Complication
**Signature Abilities**
Name 1, Name 2
**Heroic Abilities**
Name (3), Name (5), Name (7)```
etc. etc.
Single page, compact mode, seems like it'd be what you want.
For in-app use is great, I'm thinking more for sharing
It's very niche and not critical, just something that would be nice for homebrewers/testers
New features:
- When building an encounter, you can adjust the level of any monster you add, and Forge Steel will (do its best to) modify the monster’s stats appropriately
- When editing a monster, you can now see a cheat sheet showing expected values for EV, stamina, damage etc, for a monster of that level and role
Hell yeah monster editing
Bumping this back up. Iron Body is incorrectly labeled a Main Action instead of a Maneuver Action
Have the monsters been updated yet? Trying to build an encounter with War Dogs (level 1) and all the minions say "EV 3 for 8" instead of "EV 3 for 4" minions. Not sure if I'm doing something wrong or not.
There is a toggle for that 🙂
I'm doing something wrong. Got it. I didn't see the toggles under the options.
It is unusual that the number of minions you add doesn't change the EV though. The toggle changes the number but it doesn't change the EV to match. EV3 for 4 minions then EV3 for 8 of the same minions depending on my setting. I don't think that should be based on the setting, the EV is for 4 per the book.
How do I change the level of the heroes in an encounter?
No, that's fixed, you just have to update your hero
No the EV shouldn't change, it's just to support the previous rules where minions came in boxes of 8.
When you're editing the encounter? You can change those settings in Options
In the encounter screen, would it be possible to collapse each minion line into one line, and then just indicate with a number how many minions there are? Would reduce the amount of scrolling
That seems like a good idea.
It would be really nice if the ability search bar in hero creation searched along tags too. It only seems to search ability name
Is there a way to add Titles to a character sheet? Im
Manage > Customize > + > Titles > Choose Title
The EV reading on the monster doesn't change, but if you have minion groups set to 4, you can add more minions to a group on the Monsters tab, which will keep them in the same group as a squad of 8 but increase the EV accordingly
Yes, but if you have 12 minions per group, it will triple the number of minions but will not triple the EV for any minion groups you have. So, if you accidently set it like that your encounters will be much harder than the encounter difficulty says. Having it set at 4 keeps the math correct. Anything else (while it was probably used earlier in development) will not have correct math for the final game.
Yep I agree, just clarifying that there's a way to make it work as expected
And the overall encounter EV will change appropriately, which IMO is the important part
(Would definitely be nice if it the bucket size changed it, or alerted you at least)
Yes, I did see that and have it set that way now. It just took me a bit to figure out what was going on. I must have played with it months ago and forgotten about it since it was set at 8 (the old value?) when I started using it yesterday. An alert or re-calc to keep the math correct would be helpful.
possible bug? If you gain a trinket or an item from something like a Complication, should that item then appear in your Inventory?
I think that makes sense. It's not a bug, it's designed to work the way it does, but it would make sense to have maybe a separate section within the inventory for items granted from features.
I'm mostly asking in terms of figuring out the printed character sheet. There at least it makes sense to have those be included with the rest of the inventory - I just want to know whether I need to add manual logic to pull those in or if I should expect everything relevant to already be in the hero.state.inventory list
No, you'll have to get the items from features - HeroLogic.getFeatures(hero).map(f => f.feature).filter(f => f.type === FeatureType.ItemChoice).flatMap(f => f.data.selected)
I'm trying to put the finishing touches on the 'fancy/classic' character sheet so that it is feature equivalent to the current PDF export. Is there anything it is missing right now other than page orientation selection?
And is there anything you'd want in that export beyond what is there?
I think probably we just wait to see what people feed back.
gotcha. I knew the first version wasn't good enough to replace the existing PDF output, but I feel like it might be about there now? And I wanted to see if there were any major blockers you saw for that
More QoL improvements:
- In the hero builder, the Details page now includes a section for your skill choices, in case you want to leave all your skills to the end of the process
- When you're running an encounter, if your screen is wide enough, you'll see your monsters' characteristics and stats
- Items granted by your complication (or other features) now appear in your inventory
love the skill choice update!
Oh I've wanted that for a while, hell yeah
Is it possible to rename monster groups I was not able to find it if possible
No but that’s on the list
Is there a walkthrough of how to run an encounter? I clicked my way through an encounter but got to the end and couldn't end the encounter in a way that would preserve the heroes' state for the next encounter. I tried starting a new encounter but it just added tabs at the top that didn't function--clicking them had no effect on the initiative state or the monsters and heroes listed
If you’re controlling the heroes’ stamina etc then you don’t need to do anything, it should automatically remember all that. If your players are tracking that, which is probably more usual, then you don’t need to do anything. So I think I’ve probably misunderstood what you’re asking?
I guess I didn’t understand how to make it work properly then. I used the session thing—the only place I could define who’s in the party. The encounter ended. Heroes won. Then there was no where to go from there to get to the next encounter even when I tried to “start” it.
I hit finish and everything was gone in terms of recoveries spent, current stamina, victory earned.
I know there is some work being done on the pdf export, but currently the power roll modifiers aren't getting exported properly. It stays at 2d10+2 even after characteristics increase at level 4
Thanks, fixed now
My apologies, you're absolutely right - it turns out that encounters were using a copy of each hero, so no changes were being retained. I'll change that.
You can now name your encounter groups.
So does the Forge Steel data just live in my browser cache?
More reason to hate when tech support for a website tells me to purge my browser cache to fix their broken stuff
"No, I'll lose the entire Draw Steel adventure I built out"
You can export your data and keep an offline copy.
I know.
Is there a way to roll 1d3 for the classes that need to for their resource? Seems like no but I just want to make sure. I just started using this tool
No, but it's an improvement I'd like to add
Is there a way to better customize followers? Artisan followers only have 2 options for characteristics, and Sage followers only have 1. Some of the Delian Tomb followers have characteristics that don’t match the current options
So is it possible to create a new custom "category/item type"? Examples of categories of "things"™: Domains, Imbuements, Kits, Subclasses, Classes
Ah, I guess it would be called a "Feature Type"
A library item? What would it be?
Just a new type of class feature where the player gets a choice
its similar to Domains
It'd be killer for homebrewers in general
A couple weeks ago I made an alchemy shadow but this was a whole new character. I don't even have that alchemy shadow anymore—I deleted them more than a week ago.
I've noticed this on my iPad more. Like last night I made a vanguard tactician. Then I went to make an insurgent tactician and the new character was pre-filled with all the tactician choices I'd just made for a separate character.
This is the first time I've seen it combine like this.
No, no-one's ever reported that before. Send me the hero files.
Sent
Is it possible to add a second complication in addition to the one chosen at creation?
No
Fair enough, I managed with a custom ability 👍
Yeah, that would be too complicated to implement

Are markdown tables supported in any Feature Types? Yes
So when creating a custom ancestry or when creating a custom version of an existing ancestry, the "Purchased Traits" feature sometimes includes a "use ancestry points" toggle and sometimes it doesnt. Why is this? I cant seem to find anywhere to actuall enable or disable the toggle from appearing 🤔
Oh lol, looks like my ad blocker mistakenly removed the elements from the page
How odd!
I’m so happy to have been referred here! I’ll stop clogging up the GitHub thread haha. I’ve been going through the BETA Classic Sheet and loving it. When I get home from work I’ll transfer all my notes here and try to get you as much info as I can from what I’m seeing from each class.
Before that though—personally I would love if the abilities could be sized to print at 2.5x3.5 so they would fit in MTG card sleeves.
Additionally, when displayed (bottom of the sheet) it would be awesome if all the main actions, maneuvers, and triggers, were grouped together so it would be much cleaner to sift through info on a turn (much like it is on the modern sheet).
When I get home I’ll transfer the rest of the things I found. Sorry for bombarding your GitHub thread 😅
But I really appreciate the work that’s gone into this. It’s definitely the slickest thing out there. I appreciate your work 🫶
Always happy to hear about bugs. They should all be fixed now.
I'll look into printing abilities at a fixed size - however many of them are probably long enough that they wouldn't fit without either trimming the text or making the font so small it isn't really readable.
For the grouping - I'm looking into adding different ability 'sorts' but I started with 'by length' since that provided the best results for fitting things on a page in the most cases
Nice easy fix, done. Of course, the better fix would be not to use dark mode, and instead use your computer in a well-lit room to avoid eye strain, but I'm not your doctor. 🙂
Can you add “Claw Dirt” into the maneuvers?
This one?
Could have sworn I didn't see that earlier 😳
Oh on mobile
Yep not seeing it on mobile but seeing it on desktop
Using a pregen
Sounds like you haven’t refreshed the app for a while
You are so wise
Me, Always: Okay check literally everything three times before you try and report a bug to save everyone time and effort
Andy, Always: Did you try [basic computer usage]
Me, Always: Shit it's super-effective
Andy is just a chrono null/talent. He goes back in time and corrects the thing just before you post about it 😂
Huh. I didn’t see it before but I refreshed it and now it’s there. 👍🏻
Word! I wonder if a lot of the things I found are just fixed and I need to reload/update. I’m heading home so I’ll check everything out 🙂
Thanks so much!
I’ll double check things and screenshot if I find something amiss. I’m super anal about this stuff hahaha sorry 😅
Is there a way to copy a Feature over to another class/subclass?
I kind of have a pretty heavily nested feature thats a pain to build manually multiple times
Should Glamor of Terror feature show up in the Triggers list or is it by design that it doesn't?
Would it be possible to have Summoned creature's power rolls use the owner/summoner's main characteristic?
For example: I have a custom class that uses Presence, and there is a Summon ability where the minion gets a feature which scales with the owner's Presence. But if I select a characteristic for the minion's power roll, it uses the minion's characteristic values instead of the owner's
has anyone tried to homebrew the Summoner into FS yet, and if so, how'd it go?
Claw Dirt not showing up for "Standard Abilities" but is for modern sheet
The Maneuvers section in the BETA Classic Sheet are missing Make or Assist a test, search for hidden creature, use, consumable, and claw dirt (although this could be intentional due to card length)
Main actions missing "Swap"
Hesitation is Weakness is not showing up as a Free Triggered Action for the Classic Sheet
These should probably be logged in the github issues
Oh word. I was told to put them here
Then I will do that from now on. That is what I was originally doing 👍
Oooh if Andy told you to put them here then nvm, I assumed collating these in an issue on the github would be easier but maybe he makes notes of issues reported here 🤷♂️
Andy didn't, but another person in general did.
My general rule is that bugs should definitely go to github, but feature requests can go here for discussion.
Dually noted
Wait, there is a forge steel android app?
"app" in the general sense. The site works on mobile browser
Web app is probably the most correct term
Ah, right.
Is anyone else experiencing a bug when you export the character to a pdf that it isnt showing the proper Wealth and Renown? I chose the Aristocrat career so I should have 2 Weath and 1 Renown, and it shows it properly on Forge Steel, but when I export it as a pdf it shows the default 1 Wealth 0 Renown
Which sheet are you exporting?
Andy I am back again with my dark mode. I refuse to turn to the light!
Not sure i understand the question. Im exporting a regular hero sheet with no custom stuff to a pdf, and going to pdf options its set to portrait and not form fillable
OK, should be fixed now.
Anyone have a share-able version of Summoner they have made in Forge Steel that would be willing to export and send me so I can upload? I have no experience with markdown and I don't have a ton of experience modifying / homebrewing in FS in general
Distributing such materials would, regrettably, be in violation of the Creator License
That makes sense to me now that you mention it
Thanks for clarifying 🙇♂️
It'll likely be added to the license when it's no longer in a playtest state.
When I was making a character, I was confused that the Master Chef Drawback was so weird. Why would I ever be forced to eat food? Does that mean I can willingly eat food and be fine? But then I was going through the book and it's different:
App: The first time each day that you are forced to eat food you didn’t prepare, you lose 2 Recoveries.
Book: The first time each day you eat food you didn’t prepare, you lose 2 Recoveries.
The wording probably changed from the beta to the release. Fixed now.
Yeah I figured it might've been that. I understand the value in mentioning typos or issues but It feels rude to just casually be like "there's a mistake that needs fixing!" when it obviously takes shit tons of work to do all of this.
No, please feel free to point anything out. I won't be offended, I already know I'm amazing.
Hey, there's a mistake! I seem to not be rolling exclusively tier 3 results and I don't understand 😛
Have you activated the gitgud.ds file? 
Kits don't seem to include the kit bonus damage or distance when viewing it from the main "Hero" tab or when selecting the kit. Looks fine on the "Mains" tab
Is there anywhere in the character creation for the Censor or Conduit where you select your Deity? Or is it just the Domains?
Only the domains are directly mechanical, choosing your Deity just informs you of the list of domains they represent so there's not really a space for them in the character sheet
Understood
Another question - is there a way to create a higher level hero other than creating a level 1 character then manually adding XP to the next level (rinse and repeat)?
When you create the hero there is an option to select the hero in the class tab.
I think Absurd meant there's a level choice option in the class tab
After you choose your class
Is there a way to write in a custom inciting incident for an existing career?
If you go into Library and find the career you want to modify, when you have it open in the top right there will be the Create Homebrew Version button, once you've chosen your sourcebook (or made a new one) you can add whatever inciting incedents you want and then as long as you include that sourcebook in your character's Start page you should be able to use your custom version of the career with that incident.
You can now add a custom inciting incident when you're selecting your career.
Hey @urban hollow I just wanted to pop in again and say that FORGE STEEL is wonderful and we've only scratched the surface of what it can do. My players and I appreciate your hard work immensely.
What timing. Just this morning I created copies of every career to add custom Inciting Incidents. This will be so much easier for my players than having to import a playbook just for that. Thanks Andy!
These updates for the BETA Classic Sheet are KILLER!
I do have a feature request though. Some classes have special circumstances that relates to their Heroic Resource (like the Talent and the Shadow). Is there a space where this can show on the BETA Classic Sheet? Ideally underneath the "Gaining Heroic Resource" box on the right hand side?
For example, the Shadow's is this:
"Whenever you use a heroic ability that makes use of a power roll, that
ability costs 1 fewer insight if you have an edge or double edge on it. If
the ability has multiple targets, the cost is reduced even if the ability
gains an edge or has a double edge against only one target."
hmm, so like a section aggregating ability cost modifiers?
I'll look at what the data model might support like that, but I'm going to guess it's unlikely that would be feasible at the moment - in that it probably would require manual checking for every feature
Ooo beta classic sheet does look dope. Completely breaks on custom class, but that's why it's beta 😭
if you can, send me the custom class data and a test character and I'll look into improving homebrew support!
I meant for putting things like your example Shadow feature:
"Whenever you use a heroic ability that makes use of a power roll, that
ability costs 1 fewer insight if you have an edge or double edge on it. If
the ability has multiple targets, the cost is reduced even if the ability
gains an edge or has a double edge against only one target."
I saw your issue in GitHub for the missing 'Free' text and am working on a fix for that
Oh! I got my questions mixed up.
Yes! That works perfect in the class features 🙏🏻
How does one create custom monsters? Is that something that is possible here?
It is possible in Forge Steel yes.
- Click the three lines at the top left
- Go into Monsters
- click the Add button
Ah I missed that, thank you!!
Man I jus t have to say @urban hollow and @digital timber, ya’ll are on top of it. Forge Steel is continuing to evolve and I wouldn’t be surprised if it continues to be the best option out there for character creation. I appreciate you all for being so on top of these changes, no matter how small. 🔥
(Completely off topic, just an amusing coincidence from GW2) Everywhere I go..I see his face
Question for folks: I'm considering adding a 'hint' to the characteristic names on the Classic sheet to help with connecting the names to the abbreviation symbols, like this:
Does that look okay? The mix of fonts does mess with the kerning/readability a bit, but I'm hoping that is made up for by how helpful I think it will be for new players especially
I think that's an excellent inclusion!
It's probably the best solution even if it's not as visually appealing as just text.
Is there a way to add titles in forge steel yet. Need to claim my Angling prize!
Manage > Customize > + > Titles
Angler actually isn't in there but you can add a custom title
yeah I added it, pretty easy since it doesn't really add any mechanics, just an edge to remember whenever I'm respiting near water (I will gamble more)
thank you
Has anyone created the Summoner in Forge Steel to see how it works as the app exists now? I’m just curious how well it works before I try to create my own version for a player at my virtual table to use.
Forge Steel is just so convenient for online play, it’s hard to justify having only one player use pen and paper.
If you’ve already created a version I’d love it if you’d DM me and let me know any nuances or hiccups you encountered with it.
Noticed all the stormwight kit's signature attacks add an extra +2/2/2 bonus to themselves. (except Boren which uses its +0/0/4 correctly)
For the benefit of others who might make the same attempt I did to create a custom Summoner in Forge Steel, I noticed the following limitations as the tool currently exists. These each require using a text box or something similar to get the information into the minion’s stat block.
- No dedicated place to modify summons’ free strike damage type
- No dedicated place for essence cost to summon minions (as well as number of minions summoned for that cost).
- I haven’t noted any place designed for the player to track minions squad composition or stamina pools.
- I didn’t see a good way to reference the summoner’s Reason in the minion stat block
- Some minions have stability (or other core stats) equal to the summoner’s reason. There isn’t a way to specify that without an extra note.
- Summoner's Strike replaces both the default Free Strikes. There doesn't appear to be a way to make an ability (whether Summoner's Strike or Hurl Elements) show up as a free-strike in action types, nor to delete or hide the default free strikes.
While it took me a bit to deal with some of the fiddly bits, I’m pleasantly surprised at how well Forge Steel already supports Summoner mechanics.
Please note: I created the summoner class in Forge Steel for use at my table, it is not distributed. This post is not a feature request for Forge Steel. This is a list of observations which may be useful to other homebrewers who want to use the Summoner in pre-release format or before Andy gets to making the release version of the Summoner (assuming it’s covered by the creator license).
I may add more notes as I get further into adding more levels (at the time of original posting I only created level 1 for the Demon and Elemental portfolios).
how do you add titles to characters? i see them in the library but im issing how it works
Manage > Customize > + > Title
Fixed, thank you
Is there a way to apply "Hone ability" project (+1/+1/+1 damage or +2 range) to heroic abilities? I did see customise but that seemed to just be notes rather than modifying the actual ability
What's the chance of having the ability to select multiple objectives in an encounter? It's mentioned in the rules of one flowing into another.
Example I have some hostages about to be defenestrated, and also a leader that needs bonkin.
Could this happen plz Andy? Cool if not though.. Still think you're cool...
Done
Your work is amazing damn, thank you!
How do I download characters from Forge Steel on mobile? Exporting as data is coming up with a huge page of numbers and letters which I guess means something to a computer but I don't know how to get it to be a file
You'd have to save that page as a file. How you do that will depend on your browser and OS.
Data = for transferring to another device
Pdf = for use at the table.
Yeah yeah I need the data
We've been experiencing Forge Steel periodically deleting characters so we try download them as data between sessions
Ah yeah, one of my players had that happen. IOS? Sounds like your browser is periodically deleting cookies
Yeah, WebKit (the underlying tech of all browsers on iOS) deletes all local storage after 7 days.
The numbers and letters you're seeing will be the raw character file, you can use it to import into forge steel. It's just not too readable 😂
Oh that's good to know, thanks!
Its also the base tech for Safari wherever it is, so this might be an issue for people on Macs that haven't decided to use an alternative browser to that
Small note on that, the extra range is only for a ranged attack, but i was applying it to "Behold, the face of evil" which has a melee or range distance, adding distance applied to both, is it possible to make it only apply to the ranged distance? Easy for me to self manage though and just ignore the melee distance
is there a way to have some monsters not count for the EV calculation of an encounter?
for like, NPCs that are on the heroes side or that they can rescue
still wanna have their statblocks handy on the encounter screen, but they aren't part of the encounter budget
I made a tactician with rapid fire and cloak and dagger as field arsenal, but the melee free strike isn't getting the cloak and dagger +1, but ranged free strike is getting the +2 from rapid fire. It doesn't seem to matter which i choose first (so I can't make it just use the cloak and dagger melee and ranged bonuses). It seems to be prioritizing the use of both of the rapid fire bonuses (which include +0 for melee).
Also Fade isn't calculating its damage correctly. With might 2 as a tactician I should have 5 damage for a melee Fade (and arguably 6 for a ranged Fade according to how field arsenal describes applying the multiple bonuses). Fade is saying it does 4 damage. The base is 3 which includes the +1 for cloak and dagger so my 2 might gets added for a total of 4 but the app isn't showing it that way for melee.
It's actually removing the +1 melee from cloak and dagger
Send me your hero file and I'll take a look
sent
and corrected my typo because "clock and dagger" seems like a weird heavy weapon+light weapon dual wielding kit where you have a grandfather clock in one hand and a knife in the other
Artist: Heidi Neunhoffer
also having issues with tactician
it's applying both the bonuses from my ranged and melee kits to ranged and melee abilities (I have Rapid Fire and Shining Armor)
but it should only apply it once to the melee version and once to the ranged version
(as in, I should be getting +2/2/2 not +4/4/4)
wait
that's my Might
I'm stupid
🤦♀️
nevermind
Happy to help.
Just and idea, would it be possible to add something similar to the 'lightning' button (the one which is showing where the dmg numbers are coming from) next to the stamina as well? (for a quick review where the max stamina is coming from)
Is something like the Table of Growing ferocity present in Forge Steel?
It's under Primordial Strength/Cunning
or the Stormwight versions
Jonas my hero as always
Just wanted to say thanks for having the Tomb pregens in as the example characters so they're easy to load up. Running this weekend and this will save me a ton of time!
I just worked on a custom class, exported and evrything, but now its Unnamed class I saved multiple times too
man I worked very hard on that too....
Send me the sourcebook and I’ll have a look
I Dm'd you it, thank you so much
I am working on a sort-of-universal custom ancestry. Basically, instead of the default Draw Steel ancestries (which don't really fit my setting), I'm making a homebrew ancestry with almost all of the ancestral traits from DS and letting the player pick what makes sense in our setting. Want a birdfolk? Then go for lightweight, wings, and whatever else makes sense.
All of the DS signature traits become purchasable traits with an appropriate cost (typically 1 pt), and letting players spend 4 points total. It seems to be working really well, except for Lightweight and Small. They seem to be priced at an ancestry point cost of -1, effectively increasing the number of points available to buy other traits with. I'm not finding a good way to do that in Forge Steel. I can't assign a negative point cost to them.
As an alternative I tried splitting the traits up into two main top-level features. I give everyone 5 points to spend on the two features. Feature 1 is their physical build (medium size is 1 pt, big is 2, small or lightweight is 0); then Feature 2 is all the remaining traits. But it looks like it give 5 points to spend on each of the 2 top-level features, rather than 5 points total to spend between them.
Any suggestions on how to do this?
Was playing around with remaking the Delian Tomb pregens as an exercise in spotting typos
I've notices 2 minor issues with Troubadour in Forge Steel
the level 1 choices seems to have an extra skill choice at the very bottom- Thunder Mother only substitutes the level in the tier 1 result, not in the tier 2 and 3
While making the Dwarf Fury, who gets the Nature skill twice (from career and class), I was correctly prompted to pick another skill but I was only offered Lore skills, I believe I should be able to choose from any group (see Choosing Skills on p16)
Yes, that's a change from the beta, I need to update that
Tactician also seems to have the extra interpersonal skill at the bottom
Tactician gets one from Vanguard, possibly the troubadour is also picking up a skill from its subclass
yes, apologies
For the same character that I sent to you:
- Now the Two-Shot power from this character's rapid fire is excluding their might. It should be 6/8/10 because their might is 2.
- Fade is still incorrect for melee. It's only correct for ranged. It should be 5/8/10 for melee and 6/9/11 for ranged
- I switched their heroics to attack abilities to test and they share the same issue as the free strikes where it's only applying the rapid-fire kit to the ranged and not applying the melee bonus from cloak and dagger to the melee/
The character's combined kits for cloak and dagger + rapid fire field arsenal should be +1/+1/+1 for melee attacks and +2/+2/+2 for ranged attacks.
I will have a look.
Hey I actually find the list of complications super awkward to browse and there's 100 of them.
It shows you all of them but doesn't give all the information. If you want to find out what something does you have to click it and then deselect it to look at the next one. It feels messy and makes me just read the book instead.
Some of the complications have choices so I can understand not seeing everything at once, but idk.
I have a plan to make this a little easier.
FYI: Two Shot does not add M to damage.
Might be fixed now.
Looks good!
I just tried the Classic Sheet view (great work!) but the characteristics shown on the sheet are the Level 1 versions. The rest of the sheet matches the leveled up character
Same with the HR gain
Tide of Death erroneously still has the Strike keyword
hmm, I should have previously fixed the characteristic display in the classic sheet - let me look into it
yeah, when I look at a leveled up character, I see the increased characteristics and resource gain. Can you send me your hero data so I can take a look?
I'm wondering if its b/c I dont have the updated class? I'm not at my computer right now but give me a bit
I also maybe should have clarified the pdf export. The classic view looks correct on my end
Heya Andy, uncertain if you browse reddit but this got posted. Seems the culture pages still display anarchic.
https://www.reddit.com/r/drawsteel/comments/1nfwh3r/only_bureaucratic_and_communal_organization/
Couldn't see a bug report on the page but here it is 😅
Yes, just the label though, the data is correct
If you have a custom library with a custom ancestry, is there a way to re-import it with updates? It seems like any attempt to re-import will create a new ancestry with a new id, even though the json file has the id that was in the original export.
Okay I took a look, and have submitted a PR to fix the bug in the Ability Power Roll numbers not reflecting increased characteristics. I also added an improvement for displaying large Inventory cards with lots of items.
Exactly, idk how the label gets changed 😅
Just saw you added Language Choices at the end, thank you!!!
hello. are there instructions on how to export a forgesteel character into foundry? are they compatible?
Infernal Contract, but like…. Bad
Has a minor typo.
It says thought instead of though
I have created a custom sourcebook in the library with custom languages and a custom ancestry. I shared the .ds-sourcebook file with my players, and they were able to import that and build characters. They then saved their characters in data format and gave me their .ds-hero files for me to load into Forge Steel. Whenever I try to import their heroes, the character is not created and my console gets the following error:
Am I missing a step, or is there a known issue with importing heroes using custom sourcebook content? If they make a hero using the default sourcebooks only I was able to import them.
I'm happy to submit it as a bug, but I like checking here first just to make sure I'm not missing something as a Forge Steel newbie.
I will look into this.
Currently ill, so I have a bit of a backlog, but I’ll get to it!
Get your rest Andy, you're a champ
Fixed
Fixed
Fixed
@urban hollow should I consider Retainers 'feature complete' right now? Or are there still updates to be made there since release?
Everything is feature complete, yes
hmm okay. Where would I select which option to make at different levels?
for example - if I have a lvl 7 character, and add 'The Nameless' (lvl 6 retainer) as a companion - I don't see the level 7 ability
interestingly, I do see the level 10 ability
oh wait! I think I found it - yup. disregard. I misunderstood and thought the 'Make Choice' button was to re-do the companion choice - not make a choice under my already chosen companion.
I’ll probably refactor the retainers soon but yeah, if you have UX suggestions I’m all ears
Just curious are there still more features meant to be added? If so what are the next big ones? Is the character creator completed?
Thanks again for making forge steel Andy!
Hey guys, I’m pretty seriously considering talespire for the mapping for an online game, and using Forge steel to manage the game, running combat and the like.
I’ve used talespire before, but not forge steel, I’ve been browsing through all of its options, but I wonder how good it actually does, particularly sharing the player view screen, while running a combat, and I wondered if anyone had tried it out for managing an encounter and other things?
Is there some obvious way I'm missing to turn a Forge Steel encounter export into a nicely printable PDF? Character sheets export great, just not encounters.
Thank you, that worked. 🙂
That is absolutely on my radar - I'm planning on working that next after I add followers/retainers to the character sheet pdf
(talking about the 'classic' sheet)
Yes, the hero builder has all the data - in fact, all the data from both the Heroes and Monsters books is included in Forge Steel, up to date.
I printed out the Classic sheet to use this weekend, cut out the ability cards, and it worked like a charm!
Great work!
So anyone know an answer to this?
OK, that would be pretty handy.
It's plenty good for running encounters on the Director side. Player view works but I haven't seen many people use that. Usually easier to handle that side of things in the VTT.
What VTT are you using? I am looking to use Talespire, which is visually lovely, but doesnt have a lot of game mechanics stuff to manage
Well that's what I mean, I haven't seen lots of people (of course my sample size is not statistically significant, but it's more than just a few!) using the player view as intended because the stuff it would be used for (tracking damage, initiative, groups, etc) is easier in Owlbear Rodeo/Roll20/Foundry where you can directly edit the tokens instead. I've tried TaleSpire once or twice but Idk what tools it has in that regard. So you may be a pioneer on the subject!
hm, maybe so! LOL
Heads up ☺️ It looks like the Lucky Dog perk has the damage as a flat 6+level, rather than the 1d6+level that it's supposed to
That was a tricky one. Might be fixed now.
Level 4 Elementalist - For Green specialization Mantle of Essence is showing the Void benefit not the Green one.
Retainers - A number of retainer abilities have missing keywords: for example the Nameless' I'm Not a Steed, You're Equipment is missing the Melee keyword, and the Devil Defector has Melee instead of Ranged for Tempting Offer and is missing Ranged on Flames of Revenge and Hell on Earth
(going to make a repo issue for this as well, just wanted to drop it here for visibility)
Fixed
Fixed
Hmmm... doesn't seem to be fixed 100% yet. Sorry to add a feisty one for ya 😅 It's definitely not a huge issue for me but I did want to bring it to your attention since someone not familiar with that perk from the books could get mixed signals.
In the hero builder
- When selecting the perk, it's a flat number (1st pic)
- After selecting, it describes the roll + level from the rules (2nd pic)
In the features tab
- Its a flat number in the features tab, even after un-selecting the perk and re-selecting (3rd pic)
- It's a flat number when I click the perk for more detail/to customize (4th pic)
In the interest of full coverage, I got these screenshots after de-selecting and re-selecting the perk. I also just checked by making a new character from scratch, and it's that same way.
And you've refreshed the app?
🫢 Apparently not as well as I thought I had. Looks all accurate now! My apologies 😭
did the Hero 'Update Data' button get merged into automatic default behavior?
Yeah, no-one reported any issues with it
okay - double checked this time and the collapsible panel background color is messed up in the main app in dark mode:
Just as a sanity check, seeing the same thing on my end
sometimes I get bamboozled by browser cache
not sure if it's due to the data update - but with one of my test characters, updating my local branch to the latest appears to have broken all of the character's titles. All of the title Features are present in the character still, but the selectedFeatureIDs all got wiped - and the UI doesn't seem to be handling it well (there's nothing I can find to click to perform any choice):
That’s annoying.
Is Forge Steel still available? When I go to https://andyaiken.github.io/forgesteel/#/hero there is only a blank page.
It's up for me!
When I go there its just a blank white page. Any idea what would cause that?
What browser are you using?
Chrome
Does this URL work?
https://andyaiken.github.io/forgesteel/
Nope same result
Try a different browser? Mine works perfectly across all of my browsers
Clearing cache to see if that resolves it.
OK that worked. Wiped out the characters I created but oh well. I can recreate them easy enough.
I have the PDFs so I just gotta reenter them. I will download the code version this time so I can always reimport.
A hard refresh will fix this - it’s due to a PWA change that was added
hmm, for Titles - even deleting the old ones and re-adding them only works until the next refresh. Then the selections all clear again
Yes, I'm fixing that now.
I wonder if it has to do with using UUIDs for the feature id, since that would mess with attempts to match
ah cool
Fixed and deployed now
yup, fixed it! And without having to re-select the titles again - awesome work 
Could you export your custom stuff and then just reimport after a change? Would that solve it?
It wasn't an issue with custom content, no
Trying to edit an ability and the text for everything inside the editing box itself is white on white; illegible
Looks like it was an issue with Firefox dark mode?
I’ll have a look
I'm not seeing an issue - where are you editing? Have you refreshed and got the latest version of the app?
I had made a custom class and was trying to edit its cost. Library -> classes -> homebrew Censor -> Edit -> Abilities. Select any Ability and nothing is legible. I'm on desktop; do IA need to do anything specific to be on the latest app version?
2nd picture has text highlighted so you can see the difference
When you click the About button, you should see version 11.16.0
Ah no I'm on 11.11.0. That would do it! Are there instructions in this channel on how to update?
Just refresh your browser.
hmm I closed the whole browser and re-opened it earlier today. I hit refresh and it's still showing 11.11.0
Try a hard refresh - how you do that will depend on your browser, but I have faith in you, you'll work it out.
Yeah I've been having trouble today with my browser randomly deciding to revert to an old version even after a hard refresh. It's weird
Yes, someone wanted to add PWA functionality to the app, and it's causing issues.
Will probably need to revert.
I am also having two other relatively small issues
-
The app keeps un-selecting the Lore skill I choose for Oracle Censor from Blessing of Comprehension whenever I close the tab and re-launch Forge Steel
-
Cost-changing features seem to break the UI a bit as I took Following in the Footsteps as my complication; I edited the cost (related to what I was doing above) after selecting the ability which had the cost increase. I can see it in my Actions, but when I go to Edit -> Class, the 5-cost ability option is no longer there (since the ability I have chosen no longer costs 5 after editing it in the Library section)
Also I don't want to sound like I'm being nitpicky; overall the tool is incredible so I am extremely grateful for the work you're doing. Best tool for DS that there is IMO
This could also come into play with the "Learn from a Master" downtime project that reduces an ability's cost
Why can't I add minions in groups of 4?
Also why does it give 3 EV for 8 when it should be 3 for 4?
Classic Sheet Update
Followers and Retainers
- Followers and Retainers now display in the classic sheet. Because of their layout and size, if there are any Retainers, those pages will be forced into portrait orientation. If you have selected landscape, other pages will still be in landscape.
Other Changes
- Improved the display & layout when a hero has many titles, the original 'Titles' section will display a list of titles, with the full details in a reference card.
- Move Actions now have a specific ability color just like Main Actions, Maneuvers, Triggered Actions, and Performances. It's currently a mustard-ish color, and I'm not super set on that color like I am with the other action colors - so if someone with better knowledge of color design for print has a suggestion - I'm all ears!
Like if this is a known issue I'll be on my way again. I don't want to rain on your update parade or anything.
Have you tried changing the minion count in Options?
I didn't know that was there. Hyper thanks man.
Is there an option to add generic Malice to the Malice section?
When you’re running an encounter? Does it not show up when you select a monster?
I just had a glitch with Forge Steel and have lost all my prep - it doesn't seem you can Export prepared encounters etc. only things in your library. Does anyone have any suggestions / fixes so that this doesn't happen again?
Uh... Show up where?
I don't know if this is just me, but forge steel is just white whenever I click on it?
it does appear to be specifically a me issue, I opened an incognito tab and it works fine
but it doesn't with my other tab...
Can't speak for andy, he might have a better answer for this. But, usually, problems like that can be easily solved by hard refresh. Depending on your browser, hard refresh has different hotkeys, but it's usually ctr+shift+r or something similar.
hey! that worked!
amazing, thank you :-D
also: is there a way where you can make a homebrew title so that the default doesn't make you choose between the features
I made custom titles for all 6 of my players and each of them had to choose between the features when I wanted them to get 2 features
Just make each title have one feature? Or did you want them to each have like 2/3?
they gain one title, each title grants what is essentially an ancestry feature and a 3-cost ability
each title has 2 different features, but the default titles setting (I believe) makes it so you have to choose one of the two features
at the moment my solution will be to create a "choice" and then have it so you can choose both features, I'll see if that works
Make the feature a Multiple Feature
Does anyone else use the brave browser because for some reason today it's not loading forged steel
Worked for me today. One of my players it won't, however
Hard refresh your browser has been the recent recommendation
yep, can confirm
ah yeah, it's a cache thing. If you open in a private tab it works
looking for guide on how to export a character from forgesteel into foundry. if its even possible.
Forge Steel has been absolutely wonderful for my tables needs, but I was wondering if it had a notes section? I feel like a version of it had it once, but I could be imagining that. Nevermind, I found the notes section!
Yesterday's white-screen issues have hopefully be solved - give it a hard refresh just in case.
I just notice that when you import the "core" or "orden" sourcebook after exporting them, it's being treated the same as the default core and orden sourcebook, and therefore cannot be eidted nor deleted. Is this issue already known?
it also creates a wacky interaction like this (this one seems to only be on the front end and dissapear after refresh, tho)
Ah, you shouldn't be able to export the read-only sourcebooks, I'll fix that.
Hello.
I created my Censor in Forge Steel.
I picked Oracle domain which should give me Magic skill by default.->It didn't give it by default.
For now I custom add it, but I just notify in case it's an easy fix for future newbies that will use the webapp.
Thanks for your time and most of all, thanks for forge steel.
If you mean that you're going to block the export of the Core and Orden sources, I'd like to request seeing if there is another solution to the issue. I found it invaluable to export these sources when I wanted to make custom content. I used them as an example of what I needed to do, and had convenient access to the original features and abilities that I could copy/paste/modify. Maybe instead of preventing export, you could remove or alter the id so that it can't be reimported into the same data structure?
This is exactly what i did after i encounter the issue. Just make a few code to generate a base64 random number for ID, replace every id with it, and it's usable as a sourcebook. Don't forget to change the parameter of homebrew to true, tho.
Yep, I thought that might be sufficient. My vote (for what that's worth; Andy can decide whatever works best for him of course!) would be for an export option to still be there for the read-only sources, but during export the ids are altered by adding an "hb" for homebrew to the front or end, or something like that.
Or maybe the fix is on the re-import process, where it won't accept anything with a duplicate id if the original isn't marked as homebrew? That way the altered ids couldn't just be altered by the user in a way that would conflict again. Not sure what the best solution is, but hopefully it isn't removing the export.
You can of course export anything you like from within any sourcebook, you just can’t export the entirety of Core or Orden - because why would you?
To get all the data in a convenient form to import into my own projects 😛
Well you can get that by exporting whatever you’re interested in.
But its less convenient than doing it all at once 😄
I am entirely joking btw, closest thing I have to an idea for a project is maybe making a backend so I can host a version of your app in a place I can log into from multiple devices and see the same character sheets
@urban hollow A possible bug in Forge Steel: When trying to build a Tactician. For a while now it the app hasn't allowed me to put in the perk or skill you get at level 10. But recently it's expanded to not allowing me to do anything for level 9 either. Another minor issue is that the Demigod Title has Immortal Excellence and Longevity as things to select when they are default to the Title.
is there a way for someone to make a character on forge steel on their computer and share it with me in some way on MY computer so I can create encounters without having to make their characters myself as well?
Also: it seems that if I use the player view of forge steel's combat manager, they can see everything i can, including monster stats and the like. Is there a way to prevent this?
The first question is answered via JSON export for the and then you import it
I couldn't find a way to increase max recoveries, like with the humans trait.
In homebrew or for a hero?
For a hero you can add a bonus, recoveries in this case, using Manage / Customize
For homebrew you can add a Bonus Feature
Forge Steel newbie here... If I create custom/homebrew content for my players, e.g., ancestry, kit, etc., how can I share that with my players so that they can use Forge Steel to create characters using that custom/homebrew content? (I'll likely have follow-on questions later based on the answer.) Thanks.
If you make sure to use the same Sourcebook name for all the homebrew you want to group together then in Library you can export those Sourcebooks and players can use the file that gives you to import it to their instance of Forge Steel
Alternatively, if you want to share a singular item (e.g : you just made a new kit, and you want to share that kit to a specific person or the group) you can just use the export functionality on that specific item.
Your player can then import the item into their own sourcebook.
Keep in mind that for them to use it, they have to manually choose their sourcebook (defaulted to unnamed sourcebook) in character creation during the first section. The default sourcebooks used at the beginning of character creations are Core and Orden.
Is there anyway to add a sourcebook to a character after creation? If not, should there be a default "Homebrew" sourcebook (empty of content) that is always there alongside Core and Orden?
Yes, just go back into editing and add it on the first tab
Oddly don't see it on mobile but can do it on desktop
Well, I'm just blind. I looked for it (on desktop) a week ago and didn't see it... 🙂
It would be more self-reassuring if I'd done it on mobile though...
Is there a way to add a free strike or to make Hurl Elements show up under free strikes?
One of my players is struggling with the idea that they can use Hurl Element as a free strike, when it’s not listed as a free strike in the interface. (Just one instance of hyper-literal interpretation of implementation overriding the letter of the rules).
I also imagine being able to create a new free strike would be useful once the Summoner is officially released.
Sensible, yes - you can now flag abilities with 'can be used as a free strike'.
Oh bless
Suggestion: because some perks are related to the group to which the skill belongs, e.g. Lucky Dog applies to skills of the intrigue group, it would be nice QoL if skills somehow displayed the group they belong to on the printable sheet
How do you mean? The skills are grouped in the classic sheet, at least
I mean that Export as PDF from the Forge Steel app lists skills in alphabetical order with no reference to their skill group
See if the classic sheet (View > Classic sheet) serves you
Ah yep, that it does! Thanks for pointing out that option
@urban hollow Is there a way to add new weapons to Forge Steel? We have a Secret World game and the GM would like to add pistols, rifles, and shotguns.
That feels like adding new kits to me, to do that go into Library > Kits and then click on Add in the top right. If your GM makes them they can export them so all the players can import them into their Forge Steels
If you're looking to add anything else (a "magic" item for instance) you can do the same in the right subsection of the Library
@formal niche Does this help? ^
You'd still need to specify the weapon type, and there's currently no way to add a new weapon type.
ok so I was just noticing that you cant quite exactly remake the pregen characters from Delian Tomb exactly in Forge Steel without some custom alterations. For example the skills on the censor pregen and what you make in forge steel come out with a different number. Was this a mistake with Delian tomb, with forge steel, or with me?! LOL
the pregens are most likely incorrect, there's a list of known bugs related to them if you do the !ds-bugs command in the main channel
For example, the Dwarf Fury has the incorrect stability number
Using the v1.01 Delian Tomb pregens as my reference, I was able to create them without any customizations necessary - they may require creative skill selections, but I didn't need to add any extras.
I don't think the !ds-bugs command has an errata for the Delian Tomb, but I've listed the bugs I'm aware of in the v1.01 pregens here: https://www.tswilkinson.me/delian-tomb-bugs
I dropped the list of issues I’ve found (including skills mismatches) here #1342298358664138805 message
lds-bugs in the main channel of this discord? like #1185001794921836664 or #ds_general or???
ah thanks!!!
So im assuming the takeway then is that the pregens are in error and Forge Steel is functioning correctly at least as how characters are built?
That is a good starting point at least
I have a request for the Classic Sheet options. Could there be an Option to have all Cards be the same size? Looks like 9 per portrait, and 8 per landscape is the standard for the largest size. For live play users that want to actually cut them into physical cards on cardstock having different sizes makes it awkward.
That's on the list of requested features - but unfortunately it is a pretty difficult problem due to the wide variance in ability text length.
Is there a way to view the generic malice features during an encounter?
If you click on a monster statblock during combat, these options will come up. Select the malice tab and you can see the generic and specific malice options for the encounter
As an idea for a future feature, might it be possible to link an Adventure to a Source Book or set of encounters? I'm unsure what the purpose is for it otherwise, as encounters can't be put into a source book either
How do you add weapon enchantments?
Yes, you can add encounters (and montages, and negotiations) to adventures.
In your inventory, select Inbued Weapon (or armor or implement) and you can add inbuements to it
Ah gotcha! Thank you
Maybe I'm being stupid then - how do you do that?
The chilling 1 enchantment is giving me +1 damage to all tiers as opposed to the +3 to T3 result
When you add a plot point to an adventure, you can add encounters etc to its content list.
I have noticed a bug with combining multiple kits, using the Tactician's Field Arsenal. I did a search and found someone mentioned something similar above (Werlynn on 13/9), so I'm not sure if it's a known issue or meant to be fixed. Anyway, I have a character with both Ranger and Rapid Shot, but it is not showing the Melee Weapon Damage properly, and not applying the proper +2 damage bonus to Hamstring Shot, assuming I understand it all.
What are you seeing that is incorrect? I made a quick test character with Ranger and Rapid Fire kits and it looks correct to me:
The damage with 'just' Ranger is 3/5/7, but that's because it already includes the +1/+1/+1 bonus from that kit
This is my Hamstring Shot. As far as I can see the damage should be 7/9/11. For example, the first tier is 3+M+2 (from Rapid Fire).
No wait, I understand. It is really 2+M+2 because I am double-counting bonuses.
The melee weapon bonus is blank, though, and I'm fairly sure that should be +1/+1/+1:
you're right
strange - my test character shows the numbers:
could you DM me your hero data (export with Export > Export as Data)
When running an encounter, in DM's view is there an option to show that someone has used a reaction this round? Like a button you toggle?
Hey, is there a way to use Forge Steel and choose a custom class? The example is i have player wanting to play the Summoner thats in beta.
You have to make the class using the homebrew tools, then apply your homebrew sourcebook to the character in the editor
Got it, thank you!
Is there a way to save my Forge Steel data more reliably? My data on one device got cleared and I lost my characters, encounters, etc.
Export each char as data, import and update as needed then re-export.
And put a copy od that folder on@ a cloud somewhere (or on a physical backup off course)
I was trying to add a Malice Ability in the Monsters section, and got a very weird bug where the entire monster group went blank. But the data was still there
low priority issue, IMO, but a bug i did bump into: when exporting character sheets as a PDF, skills will get cut off
What layout options did you use when exporting?
classic
I mean, page size? orientation?
here, i'll copy-paste my options:
hmm, I'm not reproducing what you're seeing exactly, but it does seem like there might be something wonky with the skills. I'll take a look
it may be a chrome thing? or my dumb work computer thing? i dunno.
either way, much appreciated. you've done great work!
is it only happening with certain character(s)? If so, could you dm me the hero data so I can try to reproduce exactly?
it seems to be happening to all my characters. i'll send two different hero data to see if it reproduces for you
@urban hollow is there a way in the encounter builder to explicitly mark a creature as a captain to a group of minions? Or should it be assumed that there will only be at most 1 non-minion in a group with minions, and if there is one, that creature is the captain?(at least at build time)
Not in the encounter builder - you can set it in the encounter runner, but the system assumes that an initiative group that has minions will have a second slot with non-minions.
If you don't have that, it's not a problem - you can manually set anyone to be the minion captain. But if you do, it'll set the captain automatically.
Is there a way to export to pdf outside of the Classic view? I know that was previously a thing but I wanted to check if it had been permanently superseded
No, that's been removed - the classic sheet is much less prone to errors.
Gotcha, thanks for confirming!
Andy and active contributors, I just want to mention how much I appreciate your efforts. I've been a huge fan of MCDM for years, but since finding out about FS in r/DrawSteel it has been my primary way to interact with the content. You've made an incredible utility/service and I just wanted to make sure you know how much I appreciate it. To me it's an integral part of the experience and I couldn't be more thrilled. Andy, I hope MCDM offers you a job. You're a gem! 💎
I also have a feature idea 💡. I found myself wishing I had a small initiative/ round tracker near the start/end encounter buttons. There are some resources you get once per round and some you get on your turn. I find myself losing track when there's a lot of players. I would love to see functionality that greys-out the once per round buttons after you add the resource for that round so you don't keep tapping it. Then once the director says "new round", you hit the button, it shows round 2, 3, etc on a number line, and un-greys all your resource buttons so you can use them on your turn. This would accomplish a few things, it would obviously do the thing described, but also, nobody would need to keep asking what round it was, and there could be an area for any EoT conditions a character still has. Anyone else think this could be useful?
While editing a homebrew monster, the preview on the right updates live as I edit. But when I edit an item, I have to save and open it to show changes, sometimes multiple times. Might be what this comment was talking about?
Not sure if this is the place to request QoL improvements, but here's what I've seen while running encounters through FS:
- It'd be nice to have Malice features more readily when running an encounter. Maybe there could be a pop-up at the start of an enemy's turn asking which (if any) malice features you want to use.
- I feel like I should be able to see Villain Actions listed in the same place as triggered actions during player turns
- It would be awesome if I could just apply damage and conditions directly to player characters, though maybe that's something players should just be in charge of tracking instead
Forge Steel - [Beta] Classic Encounter Sheet
Encounters now have a classic sheet PDF export option in Forge Steel! This feature is still in beta, so there will be quirks and bugs - please report them here or in GitHub so they can be addressed. Thanks!
This is Awesome!! Thanks a lot!!
there is a bug that a bleeding character is prompted about this when using a maneuver that should not trigger it (eg catch breath or drink potion)
This is super cool!
I am getting the Encounter roster cut off on mine. The number of heroes and victories on the Classic Sheet is based on the "A custom party" from the modern sheet, even if on the modern sheet a different party is selected. Also all the Malice options are available even when only Echelon 1 monsters are selected, but that is also an issue on the Modern Sheet.
I looked at some older encounters. Looks like it is specifically the War Dog Malice features that are pushing the encounter roster down the page
thanks for letting me know - one of the things that is not in the Encounter sheet yet is something cutting off the Malice features past a certain length and putting them in some reference block or something on a later page (like the class features in her sheets). However that is certainly one of the top priorities for getting this more usable!
also - would you be willing to DM me the encounter data you're using? having a broader spectrum of real-world encounters to test with is incredibly useful
Will do
this is great because I also see like 2 other issues I didn't catch previously that bug me. Onto the list they go!
Hi! I've been doing some work on translating the Character Sheets, and designing other stuff. I'm a big fan of Forge Steel, and I'd love to see some way of adding translations to parts of it.
Not sure if there's any plans already to do that, but happy to do some research on the best way to handle it in case it makes sense. What I did for has been with Photoshop, and I want to make it as accessible as possible for other people to translate into their own language. Photoshop is not the best for that though
I cannot stress enough how amazing the Classic Sheet is for encounters, IT"S SO NICE
Want to check that anyone else can recreate this before I make a ticket. If I make a homebrew feature or monster with an action, and add something in the Qualifier field, it adds (parentheses) around the qualifier. But if I delete that text, the parentheses remain, even after saving and reloading it. Happen to anybody else?
the classic character sheet pdf export is misaligning some skills
Fixed I think
grr, is this still happening? I thought I had fixed that with the latest update
make sure you're seeing at least v11.31.0
I’ll double check the version in the morning
I've somehow wound up in a weird state for a homebrew encounter that features a custom homebrew Demon group where I don't see an encounter roster and I get cutoff items at the bottom of the classic sheet (Which carries over to the PDF)
Here's the encounter
I've attached the homebrew monster group (I cloned the demon group since I wanted to create a homebrew demon but wanted to just reuse the Demon malice options, which may have been what led to this bugged state?)
sorry for the delay, the about say v11.31.0
it only happens when I use the "Export as PDF (high res)" button, regular export as pdf works fine
huh, that's really odd. What OS/browser are you using? and what page layout options?
ah, interesting! yeah, I still haven't come up with a solution to "there's a lot of malice features for this encounter, where/how to cut them off and put them somewhere else"
However, there's a PR up now that does improve the layout of the Malice panel a lot, as well as get rid of the whole, 'displaying malice features for higher echelons than there are monsters' thing.
I'll also look into explicitly getting rid of any duplicate features so that directors can reuse existing malice features in their homebrew creatures and not see them duplicated
That would almost certainly solve my issues, thank you!!
huh, interesting that the encounter data doesn't include the hero count, avg level, or number of victories. I feel like that would be useful to include with the encounter data? Though since I haven't used the tool itself a ton, in practice that may be wrong
It normally has that info, unless I'm insane?
Not in the encounter itself - it's assumed that you could use an encounter with any party.
Ah right, it's a global setting
Another Classic Sheet encounter bug:
Malice features tied to specific monsters appear to not be showing properly?
More information here: #ds_homebrew message
thanks for the heads up - I'll take a look
oh, haha yeah that's almost certainly a result of me working on Retainers first and not paying close enough attention to all of the differences once I then also started doing proper monsters
Firefox on windows, using the default letter portrait layout
I made some changes that hopefully address the misaligned skills thing - but changes I made in the previous update fixed that issue for me (also in Windows/FF), so I haven't been able to reproduce anymore so I'm not 100% certain.
fixed
for Homebrew classes, there is an option to allow a choice of primary characteristics (in my case, I am making the choice be between Might/Reason and Agility/Reason) further into the options for a characteristic increase, I see no way to make it a choice between two characteristics (for this class it would be a bump to Reason and either M or A). is there something I'm missing?
well... it's better... crafting and exploration are no properly aligned, but interpersonal and intrigue are still weird (version 11.37)
Just make it a Choice feature.
okay, as a hail mary - could you DM me the hero data so I can see if I can reproduce? otherwise, could you see if a different browser gives the same result for you?
Is it normal that if you have several encounters started, it only shows one? I prepped for 3 counters tonight and wanted to number all of my creatures ahead of time in a specific manner for colour coding. But when I switch between encounters, it only shows the first one. Tried Chrome and Firefox, even making new encounters, no change. Any help with this if I'm doing something incorrectly?
(Also I'm silly, I called in Phandelver not Phandalin 😩 )
Give it a refresh, should be fixed now.
Awesome! It works! Thanks a bunch!
Also, has there been any consideration to add a little button start/end turns? I find the little menu a liiitle clunky/hard to see since the dots are so small.
Been jumping back in to use FS for my in person games and I am loving all the improvements since I last checked in!
There's quite a big button to handle the initiative order
I must be VERY blind cus I don't see it. I'm so sorry lemme check again XD
Ah, I hadn't added heroes yet. I was tinkering around before adding them in. Deeply sorry. I found it strange to be so hidden, now I see why. That was not the intended interaction.
here you go
Hello! Small change for the Classic Sheet that might be good. The original character sheet, on page 1, has the fields, from left to right.
Ancestry Class
Career Subclass
But in Forge Steel it's
Ancestry Career
Classs Subclass
Maybe this was intentional, but if you want to change it I can do the PR myself if you want 🙂
Same with potencies, the order in the original sheet is WEAK AVERAGE STRONG, and in Forge Steel it's STRONG AVERAGE WEAK
looks like the mcdm character sheet has been updated since the classic sheet was initially created
The classic encounter sheet minion stat blocks are missing the 'with captain' bonus.
fixed
@digital timber Just FYI I can reproduce this
It only seems to happen on export, not in the app itself
Yeah, in my testing (when I could reproduce it) it seemed to have to do with the canvas conversion process having trouble with fractional px font sizes (due to using rem instead of px). For me, once I added the rounding it has gone away
Yep, it only happens on some characters when I do the high res export
But it’s reliable happening for those characters
Does it only seem to happen on the skills list, and only on the first entry of the second column?
I'll send the PDF
Fixed
Can confirm it's fixed on my end
Thanks for digging into this
Hey peeps, can somebody remind me how to add a second complication? I looked into the ⚙️ and manage in the top right and looked at customize. I couldn't find it in there. Is it actually in there or was I in the wrong place? I remember reading in here that it's possible, but I can't remember for the life of me how to do it.
Oh a pretty sizable bug. Elementalist lv1 Choice: Elementalist Ward -> Ward of Excellent Protection currently grants immunity to all the various types. It should be a selection, making you choose one type to have immunity to
Bug or Feature? 👀 😆
Is there a way to adjust encounter difficulty to be based off a group of 4 heroes at a level higher than 1?
Disregard, found the settings!
Found a bug "Choose three of your skills" missing from the complication.
Not a bug - the kit bonuses aren't factored in until they're added to a hero.
Fixed!
Fixed!
You cannot add a second complication. You can work around it by adding features in Manage / Customize.
Oops, my bad. I never noticed that before.
2 part question about forge steel, setting and running encounters: Trying to set up an encounter where it has one group, each with four minions (not a group of 8). I couldn't do it. So I made 2 groups, each with 4 minions. However, when I run an encounter and it's the first group of minions and I want to end their turn and use the second group of minions, it will only let me choose someone from the hero side. How do you set up groups with multiples of the same monster seperated? Also, if I want to choose a monster or hero to go next, is there anywhere to turn on showing everyone to choose from instead of just the next logical side? Thanks
Ah, you can't (currently) have two of the same sort of monster in an encounter group.
And, an enhancement I'm working on now is to allow the director to have more control over who goes next in the initiative order, that'll solve your issue.
Would it be possible to allow changing the names of monsters in the groups when prepping an encounter? I noticed I can only do it once I start running one. It's helpful for me because I label my monsters in a specific way for colours and a number. I use pawns in person that I have.
You can change the names of the encounter groups, is that helpful?
Okay, thanks 😊
Somewhat, I like being able to change the individual creature names to match my pawns. So I'll make Red Group and then add a number to each creature in that group
Not a huge inconvenience. I just do it in the encounter once I hit run to get it going.
Thank you Andy
Oooooh this is nice! Are the STL files available?
I might make them available at some point, yeah! I'm new to this whole thing. Just picked up a printer. Dusted off the old modelling skills from college haha
I have condition ones that stack between them with magnets
I haven't seen this discussed in my quick search: Is it feasible to have weaknesses and immunities subtract from each other on the character sheets, so that they reflect the true state rather than having e.g. Fire Weakness 5 and Fire Immunity 5 at the same time? I don't know if this is a difficult ask, just something I have run into a couple times now 😅
they dont subtract from eachother in the rules though. You apply the immunity after the weakness. If you're at -9 Stamina, -18 would kill you, you have fire weakness 5 and fire immunity 5 and you get hit with 4 fire damage, you're dead (I think?)
Mmm. I don't think that's the case, as immunity applies as you take the damage. You don't get healed by the amount of your immunity, right?
But I was perhaps being overly reductive in my thoughts that they simply cancel each other out, according to the weakness rules pg 277
You wouldn't instantly die before a step of damage calculation applies. You can even use triggers to heal before you die. The game isn't that strict.
BUT it's still true that they don't directly cancel because weakness applies before halving and immunity applies after. So if you're at -9 and -18 would kill you, and you take 21 fire damage, it would increase to 26, then you'd halve it to 13, then you'd take 8 and be alive!
Actually wait I'm not sure that's true either 😂
Well, that's my best guess. Idk why it's worded the way it is if it doesn't work that way. Otherwise it could just straight cancel
it's worded as "apply weakness first then immunity" to avoid issues with underflow
ie, you take 3 damage, have immunity 5 and weakness 4
if you apply the immunity first the damage is reduced to 0 and now we have to figure out if the weakness does anything at all
if you apply the weakness first, the damage goes up to 7, immunity reduces it to 2 and we're done
as worded on p277, the weakness also applies after multiplicative effects since it "works like damage immunity"
I suspect the rules don't say "they just cancel out" because that is a more complex concept than "just apply one then the other" especially when they could have different "breadths" and durations
Well-said, I concur on all points
Great example, is there a breakdown of the order of execution somewhere? There are a ton of things that can happen and that example was a great one that's several stamina difference if done wrong
There's no breakdown and FWIW I'm pretty sure I'm wrong, see Sigfried's message above
The game is not very specific about timing
It is thankfully very clear about the order immunity and weakness apply, see p277
All other modifications (including multiplicative effects) -> weakness -> immunity
Well, I wouldn't say very clear, but clear enough 😅
So you add them, +weakness and -immunity. Define multiplicative effects, what does that cover?
Things that say “double the damage” for example
Double or halve etc? You'd combine the weakness and immunity then the mult. Gotcha
(let's go to #ds_general or #ds_director-advice if this is gonna continue so we don't spam Forge Steel)
hey question my players have run into an issue with their characters getting deleted, is this a known issue? or something to do with accessing forge stell via mobile.
are they making the character on mobile? then later they check and it's not there?
cuz if you make a hero on PC, it's not going to show up on mobile automatically
Are they on an Apple device?
#1284267513084903485 message
I have a possible bug. I'm on a Windows laptop, using Firefox and I've reloaded the page to get the latest revision.
Yesterday and today I've had domains and the sub-selections on a Censor and Conduit unpicked when I closed the sheet, opened another, and went back. Upon reopening I've had to reselect the choices like which level one power or which skill. I'm saving before closing and it's only been Trickery and Knowledge so far.
Is there a way to choose for the tactician which kit bonus they get from each kit?
My player has Shining Armor and Mountian and wants the abilities to auto calculate using the mountains +0/+0/+4 as opposed to the +2/+2/+2
Oh, I had something similar happen to my Censor but I thought it was just a one off after the big update. I just went back to it and the domain features are unselected. Looks like this happens whenever I close the Forge Steel tab, if I stay within Forge Steel it is fine.
I haven't closed the tab in months. Maybe reloading does functionally the same thing.
they are making it on a mobile or tablet.
i dont think so maybe
Is this just not possible?
You should see something like this.
You can only select one though per respite so they wanted to know if you can select one so that it calculates for them. Main reason being it isn’t showing those options at the bottom when they print to a character sheet
Perhaps this is more a feature request then 😄
Here’s the relevant rule for your consideration. Is it possible to add this as a feature (that you can choose which kit’s damage bonus applies) so that the auto calculations occur?
Fixed
When a retainer levels up from level 1 to level 2, it is supposed to get a +1 to a characteristic of its mentor's choice, to a maximum of +2. Is there a way to implement this in the stat block? Also I noticed that the stamina on the wode elf arrowswift was calculated incorrectly when leveling up. They start at 21 stamina and gain +9 on a level up, but the stat block is displaying 31 instead of 30. Thank you
At least in the classic sheet, it will auto-calculate the damage bonuses, based on the 'best' one as determined by HeroLogic.getKitDamageBonuses. That is also what determines what shows under the Equipment/Modifiers section for Melee Damage Bonuses
though it might just be that there's some property that indicates a 'user choice' I should be looking at instead
regarding the field arsenal feature, maybe we could click one of the bonuses on the bottom and all bonuses of that type across all applicable abilities would highlight and apply it? Like click 0/0/4 on Pain for Pain, and it highlights, and 0/0/4 highlights on Protective Attack? Click on 2/2/2 and it changes for both?
since it's something you pick on respite, it would be nice to save the state of which you picked in some way (though I prefer personally keeping both visible, dont want to lose that info, but some way of marking which you chose would be nice)
Hiya, was just wondering if there's any way to select multiple complications on the app? One of my players wants to take 2 and even under the "Customize" section I can't find a way to add a second
#1284267513084903485 message
Yeah that’s a good way to implement it. Or an option where the kits are to select which bonus from which kit to use
At the moment because it’s not calculating the damages it doesn’t show correctly on the character sheet here
(But if I remove one of the kit bonuses it does then correctly calculate)
ah probably better to just export both bonuses like it shows in app then, no need to pick one and add damage, etc. Otherwise you'd be re-printing your sheet when you swap kits/bonuses
actually I guess you need to reprint your sheet when you swap kits anyway
Yeah, and tbh that’s a them problem 😅
Though it’s pretty easy because they export to PDF so they can use a pdf reader and edit on their iPad
Question: in a custom class, is there an easy way to edit the level features to move a feature from one level to a different level? Like ohhh I actually dont want this ribbon feature at level 2, I want it at level 3
The organization arrows only move inside a level, not between them
nvm I just edited the sourcebook json, all good
@urban hollow could/should 'Psi Boost' be converted into a Package? Both Talent and Null get it at lvl 7, and currently the way it is defined in the data for each class is different (though as far as I see, the content is the same) - one has it as a multi feature, and one has it as a single feature with each of the 'options' listed as part of the text
I'll update the Talent one to be defined like the Null one, I think.
I have this character who took Linguist at 4th level. Every time I close and reopen the tab, it forgets what I selected for Linguist. Not sure if bug or user error (as is often the case on my part 😅)
OK, probably fixed now.
Bumping this
I'm looking at that now.
Is anyone else getting a white screen when they open Forge Steel? I was helping a friend make their character, but we both seem to be running into this problem.
ya
Looks OK to me
I restarted my PC and it works now. shrug
I've moved some bits around - now you can find all your retainer selectable bits where you add your retainer - if you've added a retainer through Manage / Customize, that's where its selections are.
Trying to run a session but can't look at my encounters or anything now? Just shows this and an entirely blank screen
Can't go via the monster stat blocks either.
Unsure what's causing this one, but only noticing it just now trying to run.
Seems to happen to almost all of the encounters, and most of the monsters? Some work as normal but most lead to this error.
Attempted to view via monsters screen, using the Run encounter screen I can see some but not all, and can't tell any consistent factor for those that cause the break.
Also cannot tell a consistent fault between the encounters that raise this issue.
For now, I was trying to remove the melee damage bonus from the compendium so it calculates properly but I can’t figure out how to then add this to the character. Do I need to select homebrew on the sheet somewhere?
Also Andy, is there a good place to put in a feature request for the kit choices option? Or is here the best place?
Coming back to Forge Steel after running with the pregens on paper is amazing, so much has changed in such a small time!
Heya. Sorry for another problem message. I am getting a blank screen when I go to the site. I've tried to troubleshoot and haven't found a fix yet. Any tips for me to try?
I've refreshed (button at the top, F4 and ctrl-shift-R), restarted the browser (chrome), and restarted my PC. I tried in a different browser and the site works fine, and it also works in chrome's incognito mode.
I would really like to avoid losing my stuff that I have made/entered. Worst case, I'm guessing a cache wipe would fix it, but again my understanding is that would wipe my homebrew library/character data (please correct me if I'm wrong on this).
Failing a fix, anyone have an idea about manually copying the site data for transplanting to a different browser? Or even just a backup of the data so I can troubleshoot more without the worry of deleting my data? Thanks.
You'd have to install an extension that allows you to modify your cookie/local storage data
normally browsers only expose it as read-only
though there's probably a way to find where it's stored on your computer and back it up by copying it from there
on firefox it'd be somewhere in your profile folder %APPDATA%\Mozilla\Firefox\Profiles\
Good thought, but no dice. The ones I just tried are saying there are no cookies or local data to edit or backup
mayyyyyybe you could download a chromium-based browser (like brave) and your chrome data might try to sync over? not sure
hell, I wonder if you could just copy the cookies from your dev tools in chrome, open a private tab and paste them in there?
Hi, forgive me if this has been posted before, but my Exorcist censor doesn't have Read Person, did I do something wrong? Do I have to manually select it even though the feature says I just get it?
Open your console and tell me what it says.
FYI it's not using local storage - it uses the browser's Indexed DB.
I've pushed a small change that might fix this.
The skill gets added as a Level 1 choice of Interpersonal skills (with Read Person pre-selected), is it possible you un-selected it and chose a different skill?
Classic Sheet Update - Reorganized Hero Sheet
The Hero classic sheet has been reorganized to more closely align with the MCDM sheet - the biggest change is that the inventory has been split into separate sections for Trinkets, Leveled Items, and Consumables.
As always - if you run into any issues, please report them here or in GitHub so I can get them fixed!
Some things on the road map for the classic sheet in Forge Steel:
- Negotiation sheets
- Montage sheets
- Further Hero sheet improvements (especially ability card arrangement)
Okay. So it was working when I left for work just now. I'm sorry. It wasn't working for at least 3 days and I waited because it usually is an easy fix or just fixes itself just as I'm looking for help here.
Any thoughts why it's working now so I can self-help next time? I didn't change or do anything else since my last message other than put my PC to sleep (which I have been doing nightly already and it hadn't changed anything those times)
Again, sorry to make a stink just for it to be working again right after 🙏
Tips:
- If something hasn't worked, look at the About button - if it has a red dot, it has error information that you can send to me.
- Otherwise, open the browser console (how you do that varies by browser) and send me anything you see there.
Fantastic. I'll check those if there are issues in future 
Any chance someone could help me with this?
I have a new compendium source with a kit in it but I can’t get it to appear in the options for kits for the hero
You've selected the sourcebook when you create the hero?
Found it cheers!
Nice! Thanks a lot!
Just to make sure I'm not going crazy, Forge Steel isn't recognizing my Criminal Underworld skill and I've triple checked that I haven't done anything wrong. Is there some kind of hard cap at displaying 10 skills? I think I should have 11 because of my complication (hunted)
For reference this is what it shows on my character sheet
What does it show on the normal hero sheet?
Yeah it is showing up here
I'll just manually tick off the box, just wanted to make sure I wasnt cheating with my skill list lol
Very much a bug for @digital timber then
huh, I'll take a look - can you send me your hero data?
waaaaait a sec - I might know what the issue is (the issue is I did something really dumb)
Problem seems to be fixed, thank you very much.
Hey all! One of my players is running with the summoner for our game. They created the class and the character and exported them. I imported the class, which seems to correctly appear in my library. When I try to import their character (which they exported several times for me), I get the error: "undefined" is not valid JSON. I took a brief look at the JSON and I don't see any obvious errors (the ids seem to match up with each other).
The console errors are fairly unhelpful though I did see a call to getSummons which I thought might be a clue. If anyone can point me in the righ direct for debugging I can try and track it down further.
Can this text be added to the judgement ability before the judgement order benefit? Folks keep forgeting that they can only do it once per turn.
Send me the library and the hero please
Yes, sensible
In Forge Steel's Library, I see that you can search by Keyword (e.g., Hands, Magic, Neck, Potion, Psionic, etc.). Is it possible to search by "type" (not sure if this is the correct term), like "Consumable Item", "Leveled Armor", "Trinket" (or maybe "Trinket (1st echelon)"), etc.?
Hi folks, what's the state of play for 'sharing' character sheets amongst our table (ie. being able to see and interact with one another's sheets) in Forge Steel? We've been sharing the pre-gen sheets for Delian Tomb in this way, and it has transformed my players from '5e independent combat operatives' into a 'DS co-operative combat team' 😍 I don't want to rob them of that ability to plan and strategise between their turns to make their allies shine!
Can I ask, what's the logic behind the way abilities are organised on the classic sheet please? I can't figure it out.
There's a selectable option for sorting abilities by 'Length' or 'Action Type':
- Length sorts by the size of the ability card when displayed, shortest to longest. This was the original sorting method when the classic sheet first came out, because grouping similarly-sized cards together led to less wasted space. It probably could be removed in the near future since it isn't as usable (and upcoming changes do a better job of reducing wasted space while also preserving usability)
- Ability Type groups abilities by type first (main actions, maneuvers, move actions), then sorts by cost, lowest to highest. Abilities with the same cost are sorted by displayed size.
My player thinks something changed since he originally built it.
Labeling trigger abilities like this as heroics is gonna cause confusion, these effects don't count as heroic abilities for class features that care about that
Question about playtest classes. I see the Summoner in the source code, but its not on the "official" site? Is that intentional? Can I run this locally so I can use the playtest classes?
Good point 👍
You cannot.
Are items still being worked on? Noticed the Wetwork polearm isn't correct, mentioning sonic damage and unnamed features 😅
If you find anything that’s not right, please raise a bug
Rgr, I'll do that from now on 🫡
Is there a way to track retainer hit points and recoveries?
is that any triggered actions that cost heroic resources? Or just things like 'Mark' where you can optionally spend resources for increased benefits?
Anything that costs HR baseline is a heroic ability. So Hesitation Is Weakness does count, for example. But anything that is a spend or option within an ability isn't
makes sense - and just so I get it right, is there a page in the Heroes book that goes into that?
Page 70
If an ability has a Heroic Resource cost to activate—as in, you can’t use the ability at all without spending some of your Heroic Resource—then it is a heroic ability.
Some abilities don’t cost your Heroic Resource to use but allow you to spend your Heroic Resource to enhance or add effects to the ability, such as the conduit’s Healing Grace. These abilities are not heroic abilities unless the baseline ability can’t be used without spending your Heroic Resource.
this particular case of Mark might mostly be a result of how the data is entered
thanks
Happy to help!
Ah yeah didn't check through other stuff like judgement
I just noticed there's a couple of typos in the Host Body complication text
provided the body belongs a playable ancestry
all your statistics except f size
FYI, classic sheet has some display issues with the table under Disciple of the Green (level 2 subclass feature)
Oof thanks for the heads up
Can we have these two entries in the reference section?
Yes sure
Oh, talking about the reference section, would be nice if the easy-medium-hard test result reference is there too.
Or wouldn't that be necessary because the player can already see it when they roll the test? 🤔
Idk tho. Seems like there's no easy way for the director to see the table while running the game.
I was thinking about the Delian Tomb's drip-fed powers and how some people would rather make their own characters than use pregens, and I wondered if it's possible to have a Forge Steel 'mode' for making incomplete characters? Like, instead of saying "use Forge Steel but ignore steps X, Y, and Z" if there was a clickable button (or slider?) that turned off the sections you haven't accessed yet.
Does this question even make sense?
Fixed
Done
Yooo thanks! Can we add this as well?
just a heads up everyone, I missed a bug in an update that got merged overnight and you will probably run into this error when trying to view a classic sheet. I've already pushed a fix but it might take a bit for it to go live. Sorry!
It has been fixed
Should be fine now.
Done
Have I ever told you how awesome you are Andy? Pretty awesome.
Is there a way to make my totally own playbook for a home brew where items are REMOVED?
for instance, lets say I dont want time raiders in my setting?
i saw where we can add things, wasn't sure if we could remove any
I thiiink the ability to export/modify the core sourcebooks was removed recently. You can make copies of the default stuff into a homebrew sourcebook and just only copy in what you want but you'd have to go through the whole list I think
You can turn off the "Orden" sourcebook as well but that might remove things you do want