#Foundry VTT System
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yeah, so the actual application logic there isn't implemented yet, but I would like to get that in 0.7.3
I think drag and drop works?
drag from the ability sheet onto the actor sheet
but very much requires GM management
yeah that would work
the active effect that is?
yeah
gotcha
i currently have custom status icons set up and my players are used to that
cuz when u create a new status effect its like
different
im not good with words ๐
Aside from getting an active effect onto an actor - which at this point very much still only works with the Director supported drag&drop from the ability sheet onto the affected actor - most information about active effects has been added to the wiki and the in-game system journals ๐ฅณ
https://github.com/MetaMorphic-Digital/draw-steel/wiki/Active-Effects
active effects question:
If I set up an active effect to apply the bleeding status, what effect does that have? does that apply the bleeding status effect icon to the token? or what does that do?
Yeah so that will count as applying Bleeding. I don't think we have automation for it?
It will not count for the token status
if I set up this effect for it, does that account for the token status?
I was hoping to skip the step of actively adding the token icon
silly me, the effect itself is a token icon, never mind
How does the malice tracker work? Can I add malice to it manually? I don't see a way. Also when I start an encounter with five PCs, and they have 3 Victories, it automatically gives me 2 Malice. Only 2. How do I make this work?
every monster actor has a malice value in their upper right hand corner that is linked
Okay I see how that works now, but why does it automatically give me 2 malice when I start combat?
Are your players assigned to the characters?
No I guess not, in this game I don't have any players yet. I just updated to foundry 13 and draw steel 0.7.1 and I'm trying to figure out the changes.
Okay and we're the heroes in the combat tracker
const heroes = this.combatants.filter(c => (c.actor?.type === "character") && c.hasPlayerOwner).map(c => c.actor);
But yeah so the thing is it's looking for
- Characters
- That have a player owner
Ran into a niche core bug in the 0.7.2 release that was blocking item creation. I've got a workaround but I've pulled the release and will have a fresh one out asap
(plus a proper merge to main so it can be easily & generally available)
Version 0.7.2 is now available!
Patch notes: https://github.com/MetaMorphic-Digital/draw-steel/releases/tag/release-0.7.2
Hi there! Just got the update - noticed though that for some reason; the coloring on light theme isn't working on the headers:
Oops lmao
https://github.com/MetaMorphic-Digital/draw-steel/issues file a ticket
So, question - does it count characters In the combat tracker, or just in the actor list. I made multiple characters so curious how that's adding them up?
just combat tracker
so if a character is not in the scene they won't be counted
Also - is there a way/place to change the languages on character sheets? (some file to alter the options listed in the drop down)?
Yeah, so we kinda adopted the dnd5e standard of a world or module script can adjust CONFIG.DRAW_STEEL.languages
actually, I haven't fiddled with that option yet. I'm using Molten Hosting - so how might you go change that doc. Is it a .txt or .xml that I can update?
Not strictly sure how this works on Molten. On self-hosted instances you make a personal module, then add a .js file that has something like the following
Hooks.once("init", () => {
// Add a language
CONFIG.DRAW_STEEL.languages.foo = { label: "Foo" };
// Remove a language
delete CONFIG.DRAW_STEEL.languages.anjali
// Remove all default languages
for (const key in CONFIG.DRAW_STEEL.languages) delete CONFIG.DRAW_STEEL.languages[key];
// Add many languages
Object.assign(CONFIG.DRAW_STEEL.languages, {
foo: { label: "Foo" },
bar: { label: "Bar" }
})
});
Hmm, ok. I'll have to dedicate some time to learning their basic system. I'm not a coder by trade, only had a smattering of practice with basic xml.
there's a bunch of guides on the mothership for how to do this generally
need to write the docs for Draw Steel specifically
So is the malice calculation per map or per combat tracker? Not like that actually is different in 99% of instances, but would interesting to know
Malice is global
Is there anywhere on the character to track Wealth and Renown? I see there is a field for Renown when creating a Career, but I can't find it anywhere on the sheet afterwards (or anywhere else, I suppose).
no there isnt, just put it in biography
It's a planned feature AFAIK
Is there an attribute key for an active effect that gives an edge/double edge or bane/double bane?
not currently, kinda need to think about what that looks like since it can be very contextual
Has there been any things ght to giving the default actions/maneuvers their own tab or some sort of other way to organize them? I've just told my players to keep the ones on their sheet they want, having them all plus your abilities makes things a tad bloated. If not, all good. I assume even if there was that is low priority atm
New update looking great
Yeah so I think we want to just improve the filtering of the Ability tab
Personally I cumulated hide without a power roll in a seperate ability, which the led to players forgetting they existed ๐คท๐ป
Eventually, a favourites tab or section might be nice, but I think the nature of the beast that is Draw Steel makes any sort of organizing kinda nightmarish.
hey, so my players are getting an issue where if their tokens are in the combat tracker they cant drag their tokens
has anyone else encountered something similar
Thanks for your hard work on this!
No, just tested it.
see i tested it, it works fine, but when one of my players does it it doesnt work for them
I am having a weird issue with Token Color Marker module since I updated to Draw Steel 7. I'm posting about it on the module's github, but it only seems to affect games running Draw Steel, not other game systems. It used to work fine.
If I uninstall Draw Steel system, and then re-install it, will it mess up my game?
Btw if you did the build of 0.7.2 from Friday re-install
it might be an issue with the browser?
it works on my foundry client
but when i open up the server on my browser it doesnt work
further info: so everything works as until tokens are on the combat tracker (aka when their combat state is toggled)
that's weird
then i cant mouse over them, toggle them, or double click on a token
again - this only happens on the browser
im an idiot
i fixed it by just disabling some modules (it was monk's combat details)
I ran into a similar issue with it when I ran my game on Firefox. It works fine on chrome though
I can highly recommend the module Find the culprit. It's the best tool to find bad module interactions and the cause of any issues
i will do so!
Uninstall then reinstall will be fine
I personally can't stand the way Foundry implements character sheets. I don't like that everything is hidden in tabs and then everything is minimized so you have to expand them to see what they do. It too much clicking and for new players they never get to see all the moving parts of their character at once.
What I've done it create journals for my players that have snapshots of the abilities with macros next to them so they don't even need to open their character sheet. That way they can see everything they can do easily.
Hmmโฆ Ingenious. I agree on the UX side of things, but โ for my players and me โ the utility is in the math at a click. So we put up with imperfections to get the math out of the way.
My players don't have to do math either. That is why I have the macros next to the screenshots to use the ability.
Oh trust me, I know. I've been in the 5e foundry channel. I do think that is an entirely different concern than I'm raising.
I don't think there is a solution that pleases anyone. Though I do like the ability to hover over and see the ability.
I think having every single ability/feature visible on a character sheet is a mistake and bloated looking. You see this in physical sheets as well. You just can't fit everything. The journal idea isn't a bad idea, but I can't say it's a broadly desirable option.
I think you just eventually learn to kn ow what your abilities do, you don't need a perfect idea of what they all do at all points in time. Most people probably won't agree with me on that last point, but oh well haha
I"m a bit newer to Foundry, having used FG for a long time. Out of curiosity, can you explain more of this Journal + Macro setup you have? Screenshot perhaps ๐
If I have time at lunch I'll try.
My biggest question is: how long does it take to setup (as a GM) as compared with the "classical" UI version?
It's in addition to thr normal setup not instead and I didn't time it so I have no idea.
Hopefully the @ Embed enricher makes stuff quicker
Thats what I was just thinking, would be a breeze.
How long would you estimate it takes you to write a single ability macro, letโs say?
Drag it from the character sheet to the hotbar (2 seconds). Make sure the right player has permission to use it (10 seconds). Drag the macro onto the journal page (2 seconds). What took time was setting up the journal page to look halfway decent.
This is a screen shot with a bunch of stuff open so it might be hard to parse. The players have a macro on the hot bar that opens a journal page that has all their abilities. They also have macros that open pages describing their resource and triggered actions.
Once the open it they see a page with screen shots of the basic unformatted character sheet along with a button that will use the ability. The journal page is set up using multiple tables so I can get two columns of abilities. Once you get one page set up you can copy it around. I then make sure that all the macros the player could use is set so they are an observer or owner.
Here is a macro for opening a journal page. The random letter and numbers at the end come from the page's UUID.
I also do something similar for encounter sheets.
I was playing around with what I thought a template might look for myself this morning. Not a big fan of injecting screen shots, no offense 
(its a link to the item, not a macro because I was just testing things)
Yeah, I tried the links, but my players felt the way it was formatted made it hard to read.
Any way back to work,
The links weren't really the point of what I was getting at, but I feel ya.
Replace link with macro.
I just didnt wanna make a macro for a simple test
Sorry when I said link I think I mean the embed enricher. They didn't like the look of that.
Looks exactly like the macro enricher, no?
Sorry I thought you were focusing on the link rather than the enricher text when referring to linking to the item and not a macro.
No, not at all. Jus the general format of it typed out.
I'm of the same opinion for the tabs, especially enemy ones.
I typically set features as free triggered actions, so at least they're on the same page. As director I have to see and evaluate the whole monster sheet in one instance, so I don't have time or memory space for features and traits in another tab
I will say we definitely want a minimal minion sheet
no tabs, no frills, just the most basic info
How would you feel about only showing categories in play mode that have something in them?
On player sheets that would be probably superfluous (except maybe free maneuvers and free triggered actions), but especially on enemy sheets that would cut down a lot of bloat
Yeah it is a lot better when the unused headers don't show in play
Oooh, very nice!
highly prefer this
Honestly thought it used to be this way and assumed it was a bug haha
Could of sworn it was this way before but I guess I was going crazy
im not sure i understand how applying effects work
just so i understand how interfacing with the save ends automation works
to do an applied effect you create it under an ability's effects tab, in the applied effects section
then you assign it under the ability's "applied effect" entry in the "power roll effect" section
but as far as i can tell this doesnt actually apply the effect
so you have to drag it from the ability's "effects" tab and drag it onto that character's character sheet
which then applies it
is that correct?
lol now I see why the other channels have slow mode
Yeah, right now effect application is not actually handled, so what you've described sounds like the best way to do it for now. I'm pretty sure Chaos wants to add effect application for the next version.
gotcha! thanks
as an aside, i wanna utilize bossbar module for my next solo fight, do you happen to know what the data path for current/max stamina is?
Should be system.stamina.value and system.stamina.max
thanks!
yeah so basically I didn't want to hold up 0.7.2 for the entire process of prototyping & implementing "applying effects"
by comparison, "effect expiration" was a much more straightforward design process
hmmmmm its not working for me
do you know if it's maybe looking for just stamina.value or something?
What's it actually asking for? the wiki was... profoundly unhelpful
yeah i know, its always a pain to get this module to work
so the full path is system.stamina.value, try various slices of that
basically its asking for the value that indicates what an actor's max and current stamina is
usually these are two different values
try just stamina.value / stamina.max?
otherwise try just stamina
nope
prob doesnt help but this is what its asking for
if it just doesnt work then thats chill
does it show what the paths for dnd5e are supposed to be?
also, is it possible that the issue is whether it's updated for v13?
looks like it is?
it says its verified for this version of foundry
i never used it for 5e, but when i used it for lancer
OK looking at the code I'd try stamina.value and stamina.max
ah ha!
thank you
i know u said try that earlier
i think i just typed it in wrong
sorry for bothering you again chaos ๐
in this case, is there an easy way to call up the saving throw process, so players can have that handy button for spending hero tokens?
What I'm doing for now, is I have set up an ability in the item tab, that contains ALL the conditions twice, once for each duration. Then when applicable, I drag and drop it on the respective actor.
For effects that require a target, like grab or fear, it also works as of you do that from the token HUD
Not really in 0.7.2, use whatever workarounds make sense to you
Very important is that you actually link the respective condition with the new active effect as in my linked message, then it works well enough for now and if it is a (save ends) condition, it also shows the spend hero token button
what i think ill do is when i apply a condition ill change the "temporary effect" duration
that should work, right?
How do you mean?
i have a buncha custom statuses set up, just icons or whatever
when a status is applied ill set the duration to "save ends"
that should fix it, right?
Yeah, if you edit in post that will work
You would have to go into the active effect details page for each applied condition every time, but yes
yeah i know
but its better than having to drag from the specific npc to the specific pc
for me at least
Fair
well, thanks to you I now got that working for my game again as well ๐
Working with Active Effects as well and currently trying to do a simple thing like the Conduitโs, โPrayer of Distance.โ
Iโve created a new passive effect of the same name then attempted to apply the Ranged bonus.
system.abilityBonuses.ranged.distance | Add | 2
The effect is Active on the Effects page in the Character sheet, the effect animation will play when I toggle it off and on but I cannot see the attribute itself change on any abilities, they all remain Ranged 10 instead of 12 as I would think I should see.
Iโve tested changing the attribute to others such as movement without issue but I cannot get ranged distance to work at the moment. Am I missing something simple or does it not update the Ranged distance on the abilities as say, we see with Kits or should I be doing this differently?
I can investigate later, making sure Active Effects are happy and good to go is my main priority right now
i had a similar experience with ranged distance, so it seems like the problem might be specific to that attribute
Can you please write an issue ticket for this:
https://github.com/MetaMorphic-Digital/draw-steel/issues/new
Hopefully this is good enough. https://github.com/MetaMorphic-Digital/draw-steel/issues/613
Foundry: 13.345 DS Module: v0.7.2 # Discord Source: Conversation Purpose: Add Active Effects that impact ability range within ability sheet on characters and related rolls. Setup: Apply abilities w...
Working on something fun... Damage enrichers!
[[/damage 3d6 fire]] turns into a clickable button that rolls the damage and can be applied!
this hopefully allows much easier handling of things like "powers that do damage in their Effect"
Oooh! Would this also be an option for things like Surges?
Yeah, probably not going to do surges in 0.7.3 but this is the exact type of thing that would be used
Some expansion
will this work with abilities that give you temp stamina?
Yeah any enriched body of text; chat messages, journal entries, ability descriptions, etc.
the nice thing about putting it in an ability is it will use that ability's roll data
so you can use things like 2*@P
sweet!
Enrichers are something I expect us to steadily establish as we develop, they're an extremely powerful piece of tech that can really help the system contort and adapt to unusual needs
For example I fully expect us to implement some sort of Test enticher
I like the way it looks without the grey box ๐ (for the enricher message)
Working on improving the effect panel. The select will control how new effects get applied
Ooh, that's nice. BTW - our party started using a condition to track triggered action used. Any chance you're able to add options to the list?
We currently use Frozen, but wondering if a new default condition could be added? (should I make a github post)?
yeah definitely make a gh ticket
I think my favorite side effect of this is "Dead - Save Ends"
I don't really think it's worth trying to "validate" the duration you pick, but it does mean you can do silly things
interesting, how does this work?
Basically, if you apply a new status, it will use the duration specified by the select
(Once the full game comes out we'll revise that last entry to just "End of Encounter", but we're stuck with the packet 2 wording until then)
you'll still be able to change the icons for these, right?
Yeah it's just pulling from the normal spot statuses are specified
I honestly like that all of them are labelled properly and I don't need to install a module for that.
Seeing how much effort you put into these details makes me wonder what the developers of the other systems are doing that the modules are even required...
I'm working on 0.7.3
We have a few benefits
- clean slate; so much of the work on SWADE is updating old stuff that made sense in v9/v10 but doesn't any more
- Draw Steel as a game is very well designed so we don't have to wade through a bunch of bullshit
Yeah, absolutely makes sense
A little off-topic: are Ancestry features planned for full game release or even later? If so, would you imagine a character creation tool (like a form that asks the questions the player should answer when making the character) to help automate abilities acquisition?
The big focus of version 0.8 will be advancements, which I imagine could also include ancestries etc
But to say what Chaos always says: file a ticket for the suggestion of the character creator, so it's at least documented properly
While I wholeheartedly agree with the statement about DS being well designed, the fact that there is a thread about how to phrase forced movement properly to make it less ambiguous, highlights there are still foggy areas ๐
I think the advancements system will largely cover that; once we get those in we can evaluate how much character creation assistance is truly needed
is there a way for the players to make the initative roll in the combat tracker? is this a perms thing that can be changed?
or is it strictly GM-side
As far as I know it's currently strictly a DM thing, but I think I have lodged a ticket for it already, to be made available for players too.
Yes, I have
Yeah I really like having the names. I think I had one of the Monks modules handling it for 5e.
Working on overhauling the Effects tab
lov this
not visible: Hitting "New Effect" in the Temporary Effects section will set the duration to "EoT" instead of "1 Round"
Oh, also - tooltips!
I assume this works for all types of effects? Temporary, Passive, Active, whatever.
So the status box at the top is only going to be for the core DS conditions
But I've added toggleable descriptions for the rest of the AEs
I'm confused. Does this mean that instead of this for an ability's applied effect, you would just click on the appropriate buttons in the effect section and that's it?
Sorta-kinda unrelated. The top bar isn't functionally very different from the token hud's menu, which I've also overhauled for 0.7.3
So... is it simply another way to apply those effects, instead of going to the token?
To be clear, that would still be really cool.
Yeah
OK, thanks for clearing that up!
The other thing this includes is making sure the effect descriptions are accessible the same way item descriptions are
Bleeding really benefits from the combination of changes in 0.7.3
you can just click the enriched damage button after the status has been applied to roll the damage
the damage enrichers also work for flat damage
so if some Effect has like "every time bad guy walks through deal [[/damage @R fire]] damage"
you can do that
oh nice
Yeah, a roll in Foundry can have dice but doesn't have to
It's also very useful as a math engine
unironically
one of my players makes fun of me for being unable to do simple math so i type it out in foundry
So, question about the Malice generation - I reset 4 heroes victories to 0, and began a combat - yet its starting me off with 10 malice. Something Im missing on where its getting that number?
i think the module will default to a certain number? u can adjust it in a stat block
Odd. I seems to calculate rounds correctly, but the base amount seems odd. shrugs
i just set it to the normal number and go on with it
what are those numbers next to ur action tracker btw? ๐
It looks like the malice for the first round was getting applied twice.
You better stop making this system even better or I'll have even fewer reasons to leave the house
/jk
In the action tracker settings menu you can choose what to track in it:
- stamina
- heroic resource
- etc
Can be found via the cog in the top right if the tracker iirc
so ur having it track stamina?
I typically track HR, because I don't want my players to know enemy stamina, but for Zetesofos it looks as if that's what they're doing, yes
how, slow - missed that. Yes we're tracking Stamina
cool!
If any patrons would like to chime in on changes we need to make for the release version of the game in 0.8 of the Foundry system please comment on this ticket
https://github.com/MetaMorphic-Digital/draw-steel/issues/576
fwiw willy said to not make any changes to virtual tools till still is more finalized
as in for licensing? Or "There are still major things that could change"?
This is just to get a list, the actual changes will await the full release of the game
yeah for the type of stuff this cares about I doubt there will be a difference
we're talking about fairly major terminology changes like Action to Main Action
has there been a ticket for adding surges onto damage calculation/potency for abilities?
surprisingly no, but there is now:
https://github.com/MetaMorphic-Digital/draw-steel/issues/637
oh awesome
i was gonna make one if there wasnt one yet but it seems like theres no need lol
I was certain there was one already, but every existing one just relates to granting surges, so I quickly whipped up this one
If you wonder if one exists/existed already, you can always search for one, remove all the filters (Search phrase: is:issue surges) and see what comes up
@simple nova Question as I have been out of it for a bit with life. Are we good to update to the new Foundry build at the moment? Stable 4 (345)
Yeah post-stable Foundry builds are always correct to update to
Have you been on v12?
0.7 was our big v13 update that came out a month ago
On v13 so should be all good. Latest build from you all was amazing
Nice. Exciting times
Apologies if this has been asked before - but how would I create an ability in such a way that makes it apply an effect to a targeted token?
I'm trying to make "Mark" automatically apply an effect.
as far as i understand that functionality doesnt exist
u would need to drag the effect onto the token's effects tab
Gotcha, so abilities can only apply effects to the actor that is using them.
the best workaround ive found is to make a status for this kinda stuff
if its eot or save ends adjust the duration
Status?
like a condition via condition lab
Is that another module or something I can do in base foundry/DS module?
Definitely another module. I'm not personally sure that's worth it just for that. We've been fine without until it gets implemented. Ymmv
It's just that the DM being the only one capable of assigning the condition makes it somewhat slow in-play.
u can allow players to do this
I just tell my players to make a note. The combat is already fairly slow (not in a bad way) I don't think it adds that much.
i mean u can do it in the base system iirc too, i just like having condition lab for a lil extra customization
Wouldn't the DM have to give me control of the token for that? Or the ability to edit it?
oh do u mean for enemies?
i mean yeah, but i dont mind doing that
some directors might mind more than others
is there a way for an actor to end their turn but not have another character start their turn?
like for instance, a hero wants to see what the monster gets on their save before they decide who goes next
will do
https://github.com/MetaMorphic-Digital/draw-steel/issues/638
did i do this right?
i have never used github extensively before
so im a bit confused how the save works
some saving throws happen when a new character's turn starts
sometimes the dialogue only pops up when i hit the next round button
i cant find the documentation for this, can anyone point me in the right direction?
Yeah, so hopefully having a clean "end turn" button will clear up the behavior
i guess its no biggie if 0.7.3 comes out before my session this week, but i just wanna try and understand if it doesnt ๐
Me today haha
am I correct that system.biography.language should be the system's languge data path?
Trying to set up the Polyglot module
That sounds interestingโฆ keep us (me) posted if it works.
will do, once I get it set up, if it works with DS at all. It worked nicely with 5e
Will you use the builtin scripts or input your own?
Probably built in, never actually looked at them too closely. Maybe I should
I was planning on submitting a PR to Polyglot at some point to hook us up
Should I file a ticket for that? Just so it's on the list?
It could also go in the system, so yeah filing a ticket of "Add Polyglot compatibility" would be reasonable
https://github.com/MetaMorphic-Digital/draw-steel/releases/tag/release-0.7.3 0.7.3 is now available!


The "Award Victories" prompt will no longer appear if you cancel out of ending a combat.
What does cancel out of ending combat mean?
This also reminds me to file a new ticket ๐ซ
"Prevent 'Award Victories' prompt from appearing when encounter is deleted"
Coming soon to your inbox
so for these, is it possible to change the icons?
i use custom status icons in my game i would like for those to show up here instead of the default ones
also i dont think the icons work if you change them? maybe im doing it wrong
(it works if i check this setting in condition lab)
Some of these are from Noita right? Or am I mistaking it?
I discovered that hitting "End Combat", and then hitting the x, would still prompt for "award victories" despite not deleting the combat
Yes programatically, idk how the various custom condition modules work to adjust things
i wish i could tell you haha
one last thing: this is prob something not people here would have an answer to, but does anyone know of a module that allows you to change how many columns there are in the status effect menu?
could do it with some css
afaik the custom css module hasnt been updated to v13
unless ur referring to something else
You can also just implement the css yourself
it's not too complicated other than you have to edit the file external to Foundry
Is there or will there be a way to import creature stats like a parser?
Not right now, but Drafty has published a module that contains all December backer packet monsters
im sure someone will make a compendium when the book is out (3 weeks left!)
Yeah once the game is properly out we do plan to have compendiums included
We'll also set up some guidelines for contributing that compendium content
Thanks for the info everyone!
One thing I'd love to get in the system, once it's openly licensed, is any starter adventures MCDM produces
Hey, couple questions. Based on what I understand, even if Squads have a combined HP pool, you're supposed to delete enemies individually if the damage dealt exceeds any one minion's standalone max HP, right? Is that part automated or do you have to do it yourself?
Also, the bonus damage in the ability - what's the quickest way to apply that? Do I need a macro, or is there a chat command, or..
There is currently no automation for that โ as far as Iโm aware. You could setup a macro or simply apply the damage manually.
I believe that for the bonus damage you can use the enrichers in new update https://github.com/MetaMorphic-Digital/draw-steel/wiki/Enrichers#damage-enrichers
Correct me if I'm wrong, but aren't enrichers in the next build (0.7.3) only, not the current one?
0.7.3 came out yesterday
Ah!
how does this interact with enrichers?
maybe im just dumb but im not seeing it
I havenโt done it but I believe you just put the [[/damage 2]] into the effect of the ability then just click it in the chat message and it will roll for you.
yes but how does that interact with squads
thats what the question is about as far as i can tell
The second part of the question was about the quickest way to apply bonus damage.
The effect text would need to be written as:
If the target dealt damage to you since the end of your last turn, this strike deals additional damage equal to [[/damage 2]] (your choice).
Then the enricher would work as intended
Yeah, you have to delete minions manually when the math dictates that enough stamina had been depleted from the stamina pool.
Actually, I'm going to write a ticket about that ๐ซ
so for the rival trait, is there currently any way to use enrichers to add that into rolls?
Still seeing the same behavior from https://github.com/MetaMorphic-Digital/draw-steel/issues/613 where an active effect with a bonus to ranged distance, such as the Prayer of Distance for Conduits, does not increase the range of Actions. Am I missing something about how it is applied?
ah so that is a deeper thing where right now since it was built for kits it's only applying to abilities with the weapon tag
setting up more comprehensive AE system that works with tags & keywords is a TODO
Can confirm, Ranged Free Strike increased but all magic/ranged abilities did not.
What's the trait effect?
+1d3 against a certain target
the first part is easy from what i understand with enrichers
but not the second
Yeah gotta just add it each time
[[/damage 1d3]]
but yeah, the application won't be automated.
has anyone used monk's little details/quick status select in their games?
i really like the verstility those modules provide (especially the latter) but idk if its the system or something but theyre not working nice
i suspect the drop down menu is making it behave poorly but idk
also is there a way to be....more specific when ur putting in targetting info?
like you cant say "self OR one creature" afaik
Are those v13 compatible?
yep
this is what it looks like with little details turned on, which is fine fwiw
quick status select straight up doesnt work, is the bigger issue for me. was wondering if anyone uses either of these modules and has gotten em to work
Yeah unfortunately there's not a good way to deconflict this type of thing
That's a ticket already and on the to-do
Just checking out the new updates today, and uh....am I the only one with this issue?
Yeah...uh...something seems very borked ๐
How do you interact with Hero Tokens as a player? I see the number on the bottom left, but idk how to increase/reduce it.
OK, can you reproduce with no modules?
Only the director can increase it. On the character sheet, if you click stamina, you can spend a hero point to regain stamina. You can click the surges text to gain surges from HP. When a save is rolled, there should be an button to spend a HP to succeed instead. I think the only option not accounted for is re rolling tests.
I can try. I tried to go back to .72, and ended up having to restore back up (using molten hosting). I can try again here, but wondering how to manually rollback just the system if possible?
you can always grab a manifest url from the releases page https://github.com/MetaMorphic-Digital/draw-steel/releases
Ok, I uninstalled ALL add-on modules, updated to .73 again > still getting the same issue:
Left a ticket on the git hub also
What browser are you using?
Firefox. Just tried with Edge - and appears to be working normally - so might be a browser compatability issue then?
Yeah, that would be the most likely explanation
Seems to also work fine on Chrome. I guess that's good
Ah - it seems that the light mode coloring seems to be working correctly on Chrome also (but not the others)
Well, at least I 'CAN' use it, so not a 5-alarm fire now ๐ . Can I ask to what extent the system is designed for certain browsers, or is it just luck of the draw?
We do try to match Foundry compatibility (Chrome and Firefox) but we're not as rigorous as we could be
I do all my dev in chrome so do expect that & edge to work fine
Noted. Ok, well at least that'll work in the interim. I suppose I'll check firefox every once in awhile but good to know the fallback option. Thanks again for all your work, and for your responsiveness.
Isn't that... Just how they normally show up?
mine look like this: #1342298358664138805 message
not this: #1342298358664138805 message
The answer was Firefox - for some reason, the browser was messing with display windows
interesting!
I just tried on Firefox (been using that since forever), and it looks just fine. So it might be an issue with the version of Firefox you are using or some plugin.
Oh, that was incredibly confusing. The most recent image seemed correct. ๐ ๐
Seems like the whole issue was the display quirks , as discussed above lol
Yeah I used to use Firefox until I learnt it typically work better on chrome. Now I use Chrome exclusively for foundry ๐ it even has the foundry icon and name, despite still being chrome
Also, get the module Find the Culprit it is such a handy tool to find bad module interactions! Can nothing but recommend to everyone.
Honestly it's functionality should be Core before everything else
I 'could' change the icon, couldn't I ๐
Ok, I think I got the enricher's figured out; I can add surges now ๐
oh how did u do this?
also small note but the new status ui makes it so that it doesnt work with status icon counters
I'd assume:
Power roll + effect post roll
Effect text " X surges [[/damage X *@R]]" (replace X with number of surges)
I assume that's the name of a module?
yeah
Yeah, I don't know if there's any good way for the system to work with various modules that mess with the token HUD in that way
understood! ๐ซก
Maybe I did something wrong, or a module is screwing it up, but when I applied Save Ends Burning to a hero using the effects panel after a monster hit them with a burning effect, it had the player rolling their save at the end of the monster's turn, not their own. Is this a bug in the system, or an issue on my end?
Screenshot?
ive implemented this in my game, cant wait to see it in action!
That sounds very unusual
ive had this happen in my own game too
so not just u
Yeah if someone could nail down the reproduction steps that would be great
Working on it now
Alright. Attached is a screenshot.
After verifying, I used Find the Culprit to remove all modules (except Lib Wrapper) and tested again and got the same result.
Its crazy. I can't determine what the trigger is, because it doesn't seem to be consistently repeatable. I've done it with mods and without, I've done it in groups and without. It seems like its a particular issue though with having multiple heroes, because I have yet to get it to trigger when there's only one hero in the combat tracker.
I've gotten it to work when targeting, and without targeting, and have tried having them selected and unselected. No correlation. Seems to happen more with groups, however
Just to explain the picture, one of the shades in group 1 was taking their turn, and so I applied burning Save Ends to Shako (the token targeted). Then, when I activated Do'Regar's action, the roll prompt for Shako appeared. Once it happens, it consistently keeps happening at the end of each creature's turn.
Also, of note, I managed to reproduce it with bleeding save ends as well, so it can't be tied specifically to the burning condition
Okay, so maybe something in the group logic
Yeah I doubted it had anything to do with a specific condition
I managed it without groups, too, but it takes more screwing around to get it to happen. Seems more likely the more combatants are in the tracker
Is it always, never, or sometimes with the "End Turn" button
Sometimes. And sometimes when I click the act arrow.
I wonder if it's related to sometimes foundry thinking that those actors are getting skipped?
Next time you have time to test, see if relative tracker order matters
Will do
Had to push this back to 0.8 but back to working on proper effect application...
yesssssss
The applied effect section has been reworked as I realized I had set up the data wrong
It has a clean way for you to use & adjust canonical status effects, but you can also set up custom ones
and because of the "Override End" bit, you only need to create one AE if the only difference between tiers is the duration
I'll pay attention to it today at my session
new ๐ชณ ๐ซ Issue #673
Today with 0.7.3 running, while in combat, after applying a Save Ends effect, I (as the director) would get a stack of Save Ends prompts after every turn (whenever I would hit the end turn button for enemies). After realising they were getting more and more, I counted, and they were exactly as many as it was the round in combat. First time was 3, as it was round 3, and combat ended after round 7...
I sadly can't give you too many details on the exact numbers of combatants, but it was somewhere around 7 squads plus captain plus 4 or 5 individual non-minions, plus 5 heroes. Due to it being in the middle of combat, I also forgot to check the console, sorry
All good
There is now also a thread on the main Foundry discord for discussion there: https://discord.com/channels/170995199584108546/1390065189453435041
If I could ask, what factors go into deciding whether a system gets its own channel vs a thread in the other games channel?
from the FAQ
Threads will be promoted to actual game system channels in cases where any of the following is true:
The thread has hit maximum membership capacity
Discussion in that thread reaches "constant scroll" levels during times of high activity
The system gains official recognition and premium content is released for it
Need a better title for this section
I'm also wondering if the units should be a select or if people like it being free text?
A select.
I think free text is fine. One person might want feet or meters, another might want squares or just using the in-game sizes. Perhaps even an eccentric Director who makes up their own measurements system.
also yay now that this is actually linked to from the mothership, I can actually find this thread 
A select would allow for i18n. We can add more than just feets and meters of course
my logic is I definitely want to separate the numbers from the units so something like multiplication can work
I think select has a good reason
Does it have any impact on any game system, for height and weight?
We don't need to validate the input, it can be a generic StringField, but the UI I think should present as a <select>. Let it grab the choices from the config so anyone can add whatever units they like.
(Since I am not a Patron, I might have missed some revision to the rules. )
The height of walls. Who knows. It's good to future proof.
Also PR made for advancement configuration, Chao-Chao
I guess. Personally, I only run using units (i.e. squares). So 0-high wall, 1-square high, etc.
The ancestry section has a table of height, weight, and age in imperial units
so there's no real "rules" to it
Then Zhellโs argument is totally valid. A good option would be to offer a simple dropdown list of options that an enterprising director could edit in the config files.
OK, and I think I like grouping Wealth/Renown with these on the Biography tab, but not sure on the header title
As an imperial user I've always just listed my characters height as say 5'8" on a character sheet, but then don't think there's much difference in free text vs a selection in that regard bc I don't know what I'd even put in that box.
Doesn't have to be a fieldset at all. Edit mode; bunch of inputs. Play mode: some tags in a single row?
Would it be weird/out of place with no title? Can't think of anything
Looks good to me?
yeah this works for me
tbh we can get rid of most of the fieldsets on that tab
future design problem
If I were you, I would put Wealth and Renown in their own โReputationโ or โExploitsโ section or something like that.
And maybe the other stuff could be under โAppearanceโ.
yeah they're semantically connected. Good note for a future sheet redesign
Related question: for long lists like skills or languages, is it possible to have checkboxes instead of a dropdown? I think it would be useful in terms of accessibility.
pretty happy with this
checkboxes are definitely worse than selects in the sheet, might be worth considering to offload those to a helper app that can be just the checkboxes
however, once we've got advancements in, I suspect you'll be editing skills & languages less
or at least how that works will feel different
agree that skills and languages should be in their own config app. They have the right idea in 5e with the TraitConfig.
it wouldnt be much more than a simple grid of checkboxes tho.
and going to call that good enough
hmm, more exact alignment better
(still need to make the selects on these logical)
Pros and cons. A series of checkboxes is awful, terrible, horrific. Groups of checkboxes (like the skills are currently grouped), better. Granted, not much better than the list.
Whenever I make a form (at work), I try to think what would be simpler for the user to see and notice. I feel like the checkboxes would be a slightly better indicator of whether youโve selected such and such.
simple enough dropdowns
No reason I can see to allow blank
Freedom Units ๐
Good news, Imperial can be changed to Freedom Units by implementing your own localization file
Actually, Influence might be a good name for the section with Renown and Wealth. You may also want to add a section for Followers (as a number)?
Why do character sheets in Foundry have to be so split up into different tabs? Why can't it be more like a paper sheet? I hate having to click through submenus to see everything about my character.
What is your ideal? One long scroll?
Usually, paper sheets don't have room for most info and are just a lookup reference w/ page numbers
It looks like the biography tab is mostly empty space. Couldn't that all just be one line in the main stats tab?
Not if you actually write a biography entry
Yeah, but you look at that very infrequently. I'd imagine languages come up once a session and it would be nice to have it in the main tab.
Doesn't seem like actionable feedback to me. But besides, a general UI overhaul is gonna happen - eventually.
Or multiple sheets of papers (in dnd5e it's 3 pages at least if you're a spellcaster). Basically the same as tabs.
Languages probably could get moved. I think they make sense in their current location, though.
Oh yeah the other bit is that the Bio tab is the only bit that's visible in Limited permissions
so there's also some information gating logic there
We'd have to make custom templates for Limited otherwise.
I'm honestly unsure about how to track current followers - feels like something a custom journal page type might be useful for? But including the max followers is a good idea
Yeah, - number is good for now. It might be good to have just a name of them maybe in Projects?
Follower logic could be its own milestone tbh
The main thing would likely be to an NPC block in the Actor section anyways; since some would be retainers
I can't seem to install the Foundry module. I try to copy and paste in the manifest url:
https://github.com/MetaMorphic-Digital/draw-steel/releases/download/release-0.7.3/system.json
but it gives me an error "unable to load valid module manifest data".
can you install from the official package listing?
You mean the one you see when you search for it in foundry? I don't see it there. I am using Forge if that makes a difference. Maybe I have to update something?
What foundry version are you on?
I'm sure Forge could be messing with things, but you're nonetheless at least required to be on 13.346.
(I don't think we bumped that requirement for 0.7.3 I did that in the 0.8, minimum is only 13.342 I think for 0.7.3)
I'm also using forge and for me using the direct json link works ok ๐คท๐ป
It worked now. There were actually two issues: not only had I not updated Foundry, I was looking in the "Add-on modules" section and not the "Game Systems" section, which is why I didn't find it.
I downloaded the system, but I don't see any of the content in the "Compendium". Where do I get the content? Is that a different download?
there is no pre-installed compendium
so you mean you have to manually type in all the info for every class, feature, etc. you want to use?
For now, yeah. Once the license gets updated with the final PDFs, we can start adding compendium content.
Is there any website that has a database of all the features? I'm just trying to build a character and I'm looking for a better way to do it than navigating through the PDF. Something like this: https://steelcompendium.io/compendium/backer/Draw Steel Rules/ but it doesn't look up-to-date; I am a patron but can't access the "Patron" section of the website
Anything publicly available would have to be using the backer packet stuff from December that as available under the license. So nothing up-to-date.
there is a module for abilities, but only up to lvl 3
If you just want to build a character, Forge Steel has a builder: https://andyaiken.github.io/forgesteel/
But itโs also subject to the license and only has Backer Packet 2 / Patreon Packet 4 content
@lavish basalt drafty had compiled a compendium with monsters and player abilities up to level 3 as finaljas said
https://github.com/rmarone/draw-steel-abilities/releases/tag/1.3.2
I see, so the full content up to 10th level is only in the pdf
in the pdf released to patrons, yeah
backers will thankfully get everything in a couple weeks
Hopefully full license update then too
quick question, but is there a way to display a potency that updates in the effects section; for a power like this:
try using [[/r @potency.strong]] it'll show as a number
Oh, almost:
Is this the type of thing you were thinking about (Skill choices for a Shadow)
I think for this kind of advancement window we just want checkboxes
space is less of a premium because it's shipped in its own dialog
makes sense
Basically. With headers for the different skill groups.
I'm trying to get Health Estimates working, but somehow system.stamina is not the right path?
system.stamina.value, I think
I tried that, I tried system.stamina.max, I tried stamina.value without the system. prefix, but neither get it going...
Looks like it wants a full actor.system.stamina
yes, that did it! thanks
When making a combat group you should be able to select tokens on the map and click 'add to combat as group'. It should set the name by default based on the tokens in that group and the group portrait should match as well.
Good suggestion, could you file that to the GitHub?
That would be handy. I find setting up encounters to be a bit of a slog, especially with it comes to minions
Yeah, right now it's definitely a "it's possible" rather than "it's easy"
so lil update
my players said (and i confirmed this) everytime a someone started their turn (aka end of turn) the save roll prompt would pop up
for everyone that had a save ends status
so if i had 3 actors on the map with save ends statuses
i would get 3 pop ups
Fascinating, will definitely need to investigate how Foundry is parsing the end of turn logic
Seems related to the ticket I opened already on that issue.
https://github.com/MetaMorphic-Digital/draw-steel/issues/673
@eager helm would you mind commenting your experience on that ticket please?
Today with 0.7.3 running, while in combat, after applying a Save Ends effect, I (as the director) would get a stack of Save Ends prompts after every turn (whenever I would hit the end turn button f...
will do once i wake up tomorrow
Hello everybody,
I decided to do a little personal project and make Token Action HUD integration for Draw Steel. I don't really do much coding and this is my first real github project and Foundry module. You can use it to use abilities without using the character sheet, but also roll characteristic test, spend recoveries, take respite or manage conditions and effects.
So go ahead and try it if you want. You have to manually install it using the module.json as I don't think it's ready for full release on Foundry (and i don't know how to even do that yet haha). If you find any bugs or have questions just hit me up or submit an issue or if any code wizards here want to improve the code or something you are welcome.
https://github.com/Dragodoth/token-action-hud-draw-steel
It's a world setting, what are you trying to do?
im adjusting my token tooltip alt config, wanted a way to show malice in the tooltip
but the module keys to attributes
Yeah it's not directly accessible on any individual actor
valid, thanks
doesnt seem like it
question: if I paste text from the PDF into a feature text block, is there a quick way to remove the hidden spaces and paragraph breaks?
so, two ways I use
- if it's just one paragraph I'll switch to <> mode and paste there, then switch back
- if it's got a lot of paragraphs I'll open a markdown to html convert and edit there, because that will naturally turn single line breaks into spaces
last question
is there a way to denote the effects for magic/psionic resistance?
aka stuff thats "your [characteristic] counts as 1 higher for the purposes of resisting potencies"?
it's in the backlog
Honestly I'm kinda lazy. I'll just paste a paragraph or two into the address field of a browser and then copy I back out. Silly, but it works.
That's the entirely same process tbh
Pasting into a field that ignores line breaks, then converting to the WYSIWYG editor
are there any modules and add-ons that are recommended along with Draw Steel? I usually run pathfinder 2e and lancer so I have a few specific add-ons for those and I was wondering if DS has any similar that are considered best practice
outside of bar brawl and condition lab nothing much
yeah I already had bar brawl and assumed it was gonna be useful for tracking heroic resources
alright that should be fine then cheers
Would be nice if we get an Argon Combat HUD at somepoint ๐
wats dat
Gives you a HUD for your character that resembles the HUD from Solasta, if you ever played that game.
I wouldn't want to call any modules "recommended" given that the system isn't feature complete yet, nor having hit v1.0.0 either. What might be "recommended" now could change in a week.
So as with any system, play with it, figure out what you like or don't like - make feature requests and seek out modules. Probably in that order.
The other thing I'll note is that many of the "generic" modules people are attached, e.g. monks and rippers stuff, are not updated for v13 yet
I personally don't use those due to performance costs
i have, thats cool
if theres a fancy hud for the codex it would be cool to use that in foundry
yeah monk's journal not being updated already broke all my pathfinder shops so I know that already lol
also silly question, is there a handy place to put Malice abilities or is it best to just give those to the leader of the encounter?
so for solo fights i put em in the solo's stat block
as free triggered actions
for regular fights i take a screenshot of the malice box, make a tile, and use that screenshot as the overlay for the tile
if that makes sense?
what ive done in the past is make a journal for malice abilities
but those are less visible to post in chat
I might just make a dummy creature called [x creature group] Malice or something and leave that off the edge of the map
but makes calling the abilities and presenting them to the players easy enough
oh thats so good!
Haven't been the biggest fan of most HUD modules. Kinda wish there was something where you can throw abilities in the macro bar and you could hover over them to preview the ability card
Thinking something sorta similar to how Nimble 5e does their monster cards on their Foundry system
Long term we'd like them in the group actor
Not sure where that is in the priority list though. Once we get the final, full game text and 0.8 out the door I think I want to prioritize things that are relevant to the intro adventure
yeah it's an easy enough thing to work around so it's not a bother at all to not have it, thanks for all the good work already
Basically I see a group actor as our implementation of the encounter sheet
yeah that makes sense, the pf2 foundry one has a party sheet thing which has been really useful so makes sense something like that for an encounter sheet would be valuable
I say as if I have any idea how to program this stuff
but yeah that all sounds good
I mean, this is less about the underlying code and more about UX
Basically, I'm never going to talk about specific coding logic in this channel unless it's about a weird bug
Everything I talk about here in any detail is UI/UX logic, which for better or for worse is something anyone can experience even if they don't have refined enough palette to understand why they do or don't like something
just found Play Mode, fantastic stuff
Love this
how would that work
would u need to have an actor on the board, just seperate from the action?
Would be nice to plop the group actor into a journal, using an embed to get the text. That way you could make encounter and adventure journals with it all laid out
If that makes sense. Similar to when you embed a statblock, but for the encounter sheet.
Well you would drag out the actors. It's just a containment vessel.
5e works the same with with a party group.
There's not an inherent need to have the group actor on the canvas since the only abilities would be the generic Malice ones like the goblin stink cloud
i mean yeah but its still a seperate window
would it not be better to just have the malice abilities as their own section on the monster's ability sheet?
Shore, but I see it as a stand in for the encounter sheet you'd use in person

Would be easy to build encounters inside them and have the math for the difficulty, budget, malice abilities, captain bonuses, objectives, etc all in one spot
And then when you could use the actor to generate the encounter with the groups already entered in
fair enough
It's probably less about running the encounter and more about prepping.
Help me understand. Essentially, this encounter sheet analog would be a sheet (like an actor or item sheet) that you fill with actors (enemies) and Malice abilities? And potentially anything else relevant to the encounter?
Just in my own vision, sure, ya
So far, I've doing all of this in journal entries, as Drafty mentionned.
It takes so long to get everything dropped on to maps, added to combat, grouped and whatnot.
But a better UI dedicated to that would lead to better UX.
Especially if choosing actors could create groups in advance.
You could have them entered in a head of time, but it's kinda clunky and not really elegant. And what if something comes up and it's an encounter you didn't plan for?
And one big thing is it can live as an actor in an adventure
So we can do things like a group sheet that has all the info for that first radenwight fight in Road to Broadhurst
Could also see it being cool to export and send to friends? "Here, this is a cool encounter I prepped" and they can run with it. Assuming there is some sort built in monster compendium of some kind or whatever
Speaking of group actors, would be cool to see a party sheet ๐
(I know it's probably not a huge priority. Just excitement)
party sheet for the group's skills and languages would be cool
When building an adventure in Foundry, you include the actors and items, but anything linked to an actor (as far as I understand) is included without having to copy it. Basically, if a thing is on an actor sheet (like abilities), you can just drop that actor in the adventure and the export will contain the actor and everything on the sheet. So, I guess you could potentioally build an "adventure" consisting of a single encounter sheet.
Skills, languages, potencies, resources, surges, victories, xp, etc. Just one big sheet of data would be awesome
It would heavily depend where it's referencing the data and if that person (the person it's shared with) even has the same data.
idk this is just me but i would prefer a drag and drop set of malice abilities i can apply to every actor
instead of a seperate window to have open
thats just me tho
Correct me if I'm wrong, but isn't that the point of "building and andventure"? That it contains everything needed?
ive never used a group sheet
A group actor would basically always have to be bundled in an adventure compendium but that's not too bad though with the current module maker capabilities
It certainly wouldn't all live in one grouo actor
Yes, so it would be a one click import to have Road to Broadhurst 100% prepped
You can see what that looks like in dnd5e with the Monstrous Bundle module
All of the WEL adventures were made in that
I really don't think that was my point. I was saying if you just happened to share a group actor / encounter sheet with a friend, it would only really work if they had the same data it's referencing. Afaik
As in exporting the actor, not an adventure as a compendium/module
It would at least have the malice abilities, but yeah a pure json export would break the actor references
I understand better now. We were talking about different things. ๐ My bad.
I kinda forgot you could export the JSON of a single actor. So if the group is coded as an actor, you would want to do that.
I had built my own template for encounter prep in foundry, but I eventually just started using the PDFs for prep.
On a (relatively) unrelated note: what are the current plans for 1.0 character creation and advancement? Will that look and feel as it does now? or is a big, beautiful compendium planned? or is it something else entirely?
So, 0.8 introduces Advancements
The current build status is we have basic item grants, skills, and languages covered
I am not sure how much of the choice framework for item grants we'll have done over the next few weeks, right now it's just the "guaranteed" bits
So Tactician can give Mark
We even have chains handled, so Devil can give Silver Tongue which gives a choice of skill from the Intrigue group
It's the more open ended/complex choices that are going to be trickier. I suspect we'll just have some drag & drop support for now and then a later release will add a nice Compendium Browser UI
Would an example of that be, "you earn a perk at this level, pick or drop one into the menu"
Yep
I imagine just like feats in 5e
I would like to get the Ancestry point buy handled before we launch 0.8, in part because I suspect it will challenge some assumptions and require breaking changes to the current implementation
Could that be something like, building the Ancestry item, giving it a point budget, dragging in its options?
And then you pick options upon character creation to meet the point goal?
I assume it's more complicated than that under the hood for coding it in
Something close to that, yeah.
and yes, quite
Any plans for a youtube video or wiki guide for how to use the system in foundry?
More of a best practices thingy perhaps
The system already has a wiki.
https://github.com/MetaMorphic-Digital/draw-steel/wiki
@lunar shell az because token Bar Brawl needs a max value, it doesn't quite function for an open ended resource like HR.
Something that Bar Brawl can do is give you a bar with the max stamina of a minion squad and show you the bar in approximations of 8/4 so you know when the stamina pool has been depleted enough to kill one of them. Technically Draw Steel does that with squad combatant groups, but personally i find its missing the indicator for "X minions are dead".
As for malice, personally I add them all as free maneuvers to every creature of that ancestry. Kinda clunky but also most reliable.
Other modules that are really helpful for Draw Steel especially are Token Colour Marker, 'Token Aura Ring' I find. You can set Token Aura Ring to align with the grid which makes it a token aura square. IE great for attack ranges of artillery or Null's null field
what i do is create a max like 15 or 20
for HR
but bar brawl IS funky cuz it doesnt allow the value to be directly changed via the bar
I ran into issues of the bar looking as if a hero had still well over โ of their stamina, but actually had only 3 left ๐
@lunar shell further recommendations that you partially already got elsewhere:
- Health Estimates (chaos recently helped me to get that going)
- Boss Bar (Finaljas got that going, great for solo monsters)
- Monk's Token Bar (Great for the party to keep track of everybody's health, surges, recoveries, etc)
- Find The Culprit (Essential for finding issues!)
- Anything Region related (seriously, learn how to utilise regions, GAME CHANGER)
- BaileyWiki Mass Edit
- Ashes' Draw Steel Abilities and Monsters (https://github.com/rmarone/draw-steel-abilities)
- Follow Me!
- Global Process Clocks (I use these to keep track of montages and Negotiations)
thanks very much for the suggestions! also didn't know you could do the minion squad thing with bar brawl that's gonna be super helpful too
Ashes' Draw Steel Abilities and Monsters (https://github.com/rmarone/draw-steel-abilities) this one in particular looks amazing and is gonna save me a ton of time, Ash if you're on here thanks so much for the work
Regions allows you to set an area (essentially in the same manner as drawings, rectangle, circle, polyhedral, etc) which then applies certain things to the token in it. The default is stuff like movement cost changes (eg set up difficult terrain with a creek, or sth like that), adjust darkness for only that region, teleport token between two regions, or display a rolling text over a token (eg +climbing speed/-climbing speed).
A line of different modules further enhances these behaviors with Elevation changes, play music or sound effect in region, add status effect to token (say a token walks through fire, this would automatically apply the burning status to it).
most of the screenshots regions are elevation changes, with a few movement changes and teleports.
Oh and most importantly, Region attacher allows you to attach a region to a tile or template, which allows you to pretty easily set up an ability that causes difficult terrain (not quick, but easyily)
is there a wiki for regions on the foundry site? i know its not specific to this foundry system
oh that's neat
ok tried installing boss bar cause it looks cool but I have no idea how to get it to like. do anything
I activated the module but I can't find any way to get it to actually apply lol
u click on a token and press the button to activate it
Foundry VTT V12 is getting closer to stable release so time to take a look at one of the main new features Scene Regions.
Music:
RPG Music Maker - Travis Savoie
We're deep-diving into the new Foundry feature, Regions. We'll cover the basics of Regions in vanilla Foundry before we jump into more advanced a new functionality from modules that leverage the new entity type!
To get this content, go to https://www.patreon.com/baileywiki
Modules Used or Referenced
Mass Edit by Aedif https://foundryvtt.com/...
worth noting u need to set up the right attribute path
ill take a look in a lil bit
for Health Estimates, your settings need to look like this
turns out I was stupid and didn't realise where the button would be, got it working now all good cheers all
The official docs: https://foundryvtt.com/article/scene-regions/
The official website and community for Foundry Virtual Tabletop.
so for the purposes of draw steel, what do u usually use regions for
Teleporters, elevation changes, weather suppression is universal use for buildings regardless of system, a script behavior to apply a status while inside the region, ...
elevation changes are pretty applicable, idk what u mean by weather suppression
weather isnt a mechanical effect in DS from what i understand?
No, it's for suppressing the scene weather effect inside a region. Not specific to DS.
-# but hey maybe your version of the Timescape has no weather or seasons, I'm not your boss
There are some more examples at the bottom of the above page.
Traps.
but yeah, i dont bother with fancy diegesis stuff like that
just traps and height?
Well there's not actually a limit to what you can do, so you're limited only in what you can think of.
to go back to this, what about regions are a game changer
There's a bunch of nice things you can do and they're a core feature of Foundry
Draw Steel soecific? Can't actually think of much. General Foundry experience and usability - massive.
The screenshot I posted above is from a fully traversible fortress with different field of view changes, depending on elevation, different accessible levels/maps, and so forth.
All stuff that you had to do manually before V12/regions
LoS stuff isnt super viable for draw steel, so not super useful for my purposes. but thanks for the heads up
Elevation is kinda interesting due to high ground edge
i dont think we have that automation yet
Correct, but there is still a big box to configure the roll
No, but even for manual application of that bonus, having automated elevation is very handy
Question on Enrichers: I want to use the damage resulting from a power roll but let the player choose the damage type. How do I do that? In the damage effect of the power roll or in the description after?
For reference, this is the ability.
for enrichers u basically have to create like
6 different versions of the ability
idk if theres a way to choose the damage ala hurl element rn
OK, that works well enough. Thanks.
are you talking about the @ Embed? Or are you talking about [[/damage]]?
[[/damage type]]
hmmmm yeah thats pretty big
shouldn't be needed? You can pick multiple damage types in the damage effect
Always?
Oh so when you tag multiple damage types in the power roll it lets you choose when you use it? 
yes
What am I doing wrong that it does not work?
Oh! I understand, now.
So you have to select the damage type before rolling in this way (which is fine, just a note).
is that not how it works?
I mean, practically speaking, it doesn't matter. It's just that since the description of choosing a damage type was after the power roll, my (mistaken) assumption was that it should be chosen after seeing the result.
Practically that doesn't make a difference though, does it? Without knowing if it has any impact due to weaknesses or immunities, choosing the damage type before or after makes no difference?
Yeah, exactly. I was just being a dumdum and jumped to trying to use enrichers instead of using my brain.
How's it going drawing steelers
Everyone is awaiting full release with excitement 
Advancements have come along nicely, even special cased Cultures so you can quickly set up their Skill advancements
How much is 0.8 going to screw with current abilities and such on existing character sheets?
fairly minimally I think?
biggest change was the restructuring of Applied Effects
Redid the implementation of how "Applied Effect" Power Roll Effects work. Now, instead of several sets, you can add an entire effect and it will have multiple properties to configure per tier, such as the Potency Condition, if/how it overrides the end, and any additional properties like "stackable".
but otherwise Advancements is almost purely additive
Awesome. Until the compendium is built, I'm custom inputting everything for my players so they don't need to have multiple character sheets, and I was worried I'd need to hold off on 0.8 for risk of losing all the inputting I did. And I didn't want to wait, since 0.8 sounds so exciting!
Yeah, 0.8 will actually be the start of us building out compendiums since we're holding onto it until the PDF releases
Ugh. Draw Steel is going to be so much easier to prep and run in 5 months.
Yeah, it's been a weird thing with the mostly-beta game
Iโve introduced Draw Steel to some people last night using the Foundry Iโd setup. The system (as in the code) was very helpful in explaining what game mechanics did. In particular, they were confused by Heroic Ressources; but when the saw the chat message with the gained ressource, they got it. They liked that the abilities were clearly labeled under Action or Maneuver, etc.
One point of confusion, however was how to gain and use surges. It was not intuitive or clear to them (or me, actually); we did it manually as I had done in the past. Similarly, we realised there is a potential UX improvement in regards to Recoveries; this might have already been addressed, but I think clicking a button (or the text) to spend a recovery โ decrementing its current amount and healing the actor by the recovery value โ would be a nice improvement to streamline the experience.
u can do this already
on ur chara sheet if u press the recoveries button
it'll spend a recovery and heal u that amount
i do agree about surges tho
Maybe something is conflicting with that then. We couldnโt get it to work.
what we do rn is put an enricher in every abiltiy for 1, 2 and 3 surges so the dmg can posted to chat
not a perfect solution but a bit easier
Iโll have to go through my setup with a fine-toothed comb!
like, u pressed "recoveries" and nothing happened?
And advancements are so critical
We also need to work on the sheet ux to show that some things can be clicked beyond happening to hover
There is actually a great video explanation on surges here:
https://discord.com/channels/332362513368875008/1380911108377804900
We tried clicking the title (Recoveries) or the text under the numbers. Tried clicking the max value, the recovery value. Nothing.
I meant if there was a way to somewhat automate their use in Foundry. You can click to gain surges by spending a hero token, but not spend the surges.
But anyway everyone had fun and they were sold on Draw Steel, soโฆ SUCCESS!
Ah yes, no the use is currently still 100% manual
Also a good point to start is looking at the system compendiums, especially the "System Automations" one. Everything that currently works and is implemented is explained there
Hey everybody just a heads up as Token Action HUD Draw Steel module is now officially listed on foundry so itโs easier to install.
Maybe a weirdly niche question: is there any actual play footage using this system on Foundry? Rise Heroes Rise's Draw Steel older actual play videos in Foundry seem to use a generic or custom system (that does not look, to my untrained eyes, like an older version of this) and I've found shockingly few other actual plays in Foundry.
I would be surprised if there was one
The game isn't actually out yet, anyone playing draw steel already is very cutting edge
With the delay of the PDF we're also pushing back our 0.8 timeline
We'd like 0.8 to also coincide with various final PDF/license updates rather than do it in 0.8.1 or whatever
Out of curiosity, is there a plan for encounter sheets for the director (combat, montage, and/or negotiation) to be implemented eventually?
yeah they're also ticketed
but they're definitely lower on the priority list at least for me; they're in the "nice to have" compared to a bunch of other stuff that is literally impossible right now
Yeah that makes sense!
This may or may not has been asked a couple of time already, but are there plans to somehow integrate Forgesteel data. It has a great character creation and encounter planning framework.
Integration with third party sites is something that would be squarely in module territory.
And I would argue that itโs better to get inspired by Forge Steel (or even contact the dev) to implement a first-party FoundryVTT character-creation form and the like. But I โ personally โ would not expect this to come out before a 0.9 (if there is one) or 1.0 even. Itโs another nice-to-have, not essential.
On a real level we're just gonna start shipping compendiums in 0.8
Once all of that is in I suspect the "need" for forge steel will be a lot less
I assume because the license being so open, all the game's content can just go into it freely, correct?
Do you have a link to or a copy of the final version of the licence?
It doesn't exist yet. It would be where the current/other one is posted.
Afaik Matt has mentioned it shouldn't really change that much, other than covering the final release of the rules/content.
This only covers up to backerkit... #1? (and #2)
With the way I interpret the current licence, I (definitely not a lawyer) would answer that, aside from the art, you can use anything from the book.
That's what it sounds like. Afaik if you wanted to translate it to another language and sell it, you could. As long as you dont use art and trade dressing.
Probably. Although I would personally email MCDM about translation first.
Sure, not really meant to be an all encompassing answer. Just an example ๐
Gonna translate the game into wingdings and sell it at my LGS ๐
On a stream last week James said the license will be in the final PDF
My players and I speak and play in French. Most game systems we have tried though either do not have a French translation or the terms are too weird-sounding (looking at you, D&D). So I would love to translate Draw Steel for them and if MCDM has any plans on that, I would love to contribute, but I don't care enough to initiate anything official.
Thats great to hear
I will say that a French translation of the system is very doable as a module, we fully use i18n strings and don't hard code any english
Not sure if you're already familiar with foundry's translation capabilities
Not familiar, but willing to learn!
That would be a very cool side project.
on a basic level, it's a giant json file where you just need to replace all the english values with your language
https://github.com/MetaMorphic-Digital/draw-steel/blob/develop/lang/en.json here's the english file, you'd basically copy this into your module, change the name to "fr.json", and then start the work of changing out every english value on the right hand side
The fan-made Draw Steel implementation for FoundryVTT - MetaMorphic-Digital/draw-steel
if you delete any keys it'll just fallback to English, which might be useful for stuff like the LANGUAGE section
it also means that as the system adds to its list of keys-in-use, any you're missing will just fallback
I know that MCDM does not have any plans to produce translations of Draw Steel. Its not something they have the in house skills to do or outsource at this time. My understanding of the current license, anyone could translate DS and sell that translation without any separate agreement with MCDM.
Interesting.
I remember somewhere in #1185001794921836664 a fan translation to Portuguese was getting volunteers. But I haven't tracked how far that's gotten.
Good tip. Here's the thread: https://discord.com/channels/332362513368875008/1331336856465313934
I love how easy this sounds. So I would change the text in the quotes, right? For example :
"ancestries": "Ancestries" becomes "ancestries": "Ancรชtres"
Is that correct?
Yep
there's a little bit extra to hook up the file so Foundry can read it, but not much
I will then probably have to look up how to publish a module on Foundry so it becomes public.
that unfortunately is a bit more involved
Definitely side project territory...
Something to note in this. If you see something like "{type}" in the text then you wouldn't translate "type". That piece is how we insert dynamic data into the text.
ah yeah good shout
Putting a translation module on FVTT behind a paywall would certainly be a first - would not recommend that.
I've also seen some systems provide the translations bundled with the system - this I would also highly recommend not doing.
A separated free module is the way to go.
Don't worry. I have no intention to monetize. Not worth it to me.
What's up with providing languages in-system? file bloat problem or something?
It's difficult to work it with the normal update cycle
You end up wanting to do i18n only releases, but if it's a separate module then that module can update as it's needed
Practical example; as we're working on 0.8, we've added a ton of new i18n keys related to Advancements
Most translators probably wouldn't start working on those until after 0.8 dropped
We would therefore have to do patches just for i18n as they caught up
This system is ultimately benefitting from Zhell and I cutting our teeth on several other systems over the last few years
Iterating on the Advancement UI... ๐ฟ
niceeeee
Is "Initial Advancements" clear for the non-class items?
Dnd5e uses "Any Level", but I'm not sure that's actually super clear
here's what it looks like with multiple levels.
is there any way to say something else instead of "advancement"?
otherwise it looks fine
this looks excellent
Not sure what you mean?
Oh and of course the create dialog
like instead of initial advancement could it say "initial features" or something
just cuz u were on the topic of what to call it
Ahhh yeah nah I want a consistent term across them
Are these advancement changes going to mean previously made classes will have to be redone, or will all current class and culture "items" just get enhanced?
Base Advancements could also work
Advancements didn't exist before, so there is nothing to change or enhance.
You will have to set up the advancements on your classes and other items, it isn't possible for the system to do so automatically.
just wanted to say thank you, compendium is great man
My pleasure, I haven't touched it for a while, waiting for 1.0
We're actually looking in 0.8 to start incorporating Compendium content
I'll write up the steps in the next week or two
1.0 as in draw steel full release
yeah, I mean though no need for it to be a separate module
Silly question but do you guys plan on adding pictures/icons for every ability when incorporating the compendiums?
Itโs the kind of menial work I will do because I hate that the default icon for everything is a bag; but I feel like itโs mostly useless for you guys.
Ideally yeah the compendiums will be fully featured with icons, but also we definitely will be looking for community contributors to help with all that
The best would be a handful of artists with a common style or direction to make custom icons; since most abilities or features are quite unique to DS.
Who's paying for that? ๐ค
But of course, I am only dreaming.
I donโt except that to happen โ unless there is some artist in this thread that wouldnโt mind volunteer work. It is purely for argumentโs sake.
yeah no we're gonna use the core icons that are included with Foundry like every other game system
This site has a bunch of extra ones too that I donโt think are all included in Foundry, but have the same aesthetic. ๐คทโโ๏ธ
Yeah we're aware, we use it for the status icons
I think the icons used for abilities, items, etc are usually the coloured ones found in foundry, not the plain SVGs
game-icons has some coloring options, but yeah we're pretty unlikely to dig into them
When it comes to it, I'm happy to help out with icons for abilities and items 
I did notice there are a lot of icon images saved in some core module somewhere; I played with a few for my players just for fun:
The core software comes bundled with a large icon library
If you install the DnD 5e system, you can find heaps of Forgotten Adventures tokens in
user>systems>dnd5e>assets>tokens which look great for most enemies. Put together with the module Auto-rotate makes them look really good
question on movement types - how do people do forced movement so as not to use up a units movement budget on a turn?
i just ignore it and make a mental note. if it gets too annoying, i reset movement history
@sullen nest @simple nova seems the biggest thing missing is character options; such as ancestries, backgrounds, kit passives, ect. Any chance that will be added to the compendium?
Did a little mock game last night, and something I realized is the minion initiative group now has some finiky issues when you use area abilities - since there is a limit to how much the bleed over is. Anyone else had this issue?
What do you mean? Are you talking about the minions getting damaged or them using AoE abilities?
Right. If you put minions in a minion squad, and then deal damage to the squad, the whole group stamina depricates regardless of all of the minion locations. But, AoE's limit which minions can be killed, so if some minions would take damage, but not others, there is no easy way to assign that damage to the minions once they are in the squad - so you have to calculate the damage that would remove the minions, and adjust the stamina (again) manually
I understand. I cannot remember whether itโs in the rules or if I just made it up for my players, but I always apply the damage to the whole squad, regardless of distance and role-play it as them running away in fear or getting shrapnel or something.
That was the old rule, and I think in the last packet, they made a change that makes it so when you use an Area ability to hit minions, you can't apply the damage to minions outside the Area. Director's choice and all, but it was found to be a rather important change for damage scaling, FWIW.
Thanks, that clears it up. Makes sense too.
I believe the rule is each minion in the AoE takes DMG but caps at the stamina of the minion. So 3 minions with 4 stamina are caught in AoE that does 6 DMG. The squad would take 12 DMG.
Which might make it difficult to code that into the module.
Is it possible, in Foundry, to have an โaccept damageโ prompt like they have in The Codex? I picture a popup where you could then reduce the damage dealt to the squad.
Yes, all of that is a major focus of our next release, 0.8
Yeah, improving the handling of things like this is something we'd like to do
But currently we're tied to the Backer Packet 2 game text
I feel like a dummy, but is there any way to see and modify your current stamina in a player's character sheet?
change from edit to play
I knew I was a dummy, thank you so much
is there documentation on the difference between these two buttons?
i couldnt figure it out in tonight's session
Given there technically should only one, I'm assuming that might be a glitch?
quite possibly, ill look into it
Trying out a new UI for the Power Roll Effects, I think it'll look better than the current Buttons-forward approach
looks neat!
also wow the Shadow has a lot of skill choices
They can't help themselves. They always end up being skill monkeys, no matter the ttrpg system
Someone's gotta do it ๐
This is a long shot for the future, but has there been any thought about using the monster adjustment math to be able to scale monsters up or down levels within the UI as a button or soemthing? Might be too nuanced to do in the system, but curious. Using some shadow elves and I gotta go through em all and scale them down by hand.
You got a reference to this rule?
It's from the latest patreon packet currently. It's something matt/James spoke about on stream a few times.
Was thinking something similar to pathfinder 2es implementation on foundry.
A page number if you got it ๐
Looks like... 22 if my reader is correct. In the monsters book.
Could totally see why this wouldn't work out. The math doesn't cover everything and generally systems want to be as RAW as possible. You might have to assume some things that are a leap or just rough suggestions
It's one of those things that maybe could see an implementation in the far future, but is very low priority
Quick question, I was going to try my hand at creating a script that would translate a hero from Forge Steel (ds-hero) file into a json file that can be imported into Foundry.
Before I did though I was curious has someone already done this, if not is this something that has value (even short term).
Also is the VTT import/export schema going to change with the .8 release or is it pretty mature in the current version?
I would expect breaking changes prior to 1.0.0.
Generally, those breaking changes are best to make the earlier the better.
also Forge Steel may also be planning changes
we're all working to adapt
I'll hold off, I am planning some 1 shots for August and if I do make something it will be super simple... Powershell script or something, so no big commitment.
No model changes are expected for Forge Steel, FYI
I hope my tone doesn't come off as negative, sometimes my IT work brain takes over.
But the work the community is doing is staggering and awesome to see. You fine folks are doing the Lord's work my friends ๐
is there an attribute for temporary stamina?
i wanna either link it to token tooltip alt or bar brawl
nvm i figured it out!
Hi hi, quick question: I see the heroic tokens at the bottom left of the screen and I can see the give token and reset hero tokens, BUT, me (director) or my players are trying to find where do you actually use them in the UI, meaning, you use a heroic token and reduce it to 1. One of the modules for HUD does bring the option to regain stamina with hero tokens, but what about other options in tha core Draw steel system ?
Also, big fan of the project. I've been using it for like 2-3 sesions, along with the compendium.
rerolling tests isnt in the system yet
is there a way to reduce hero tokens by 1?
but if u make a save via the save interface, it will give u a prompt to spend a hero token
if you click on surges u can get 2 surges and spend 1 hero token
theres no way to manually reduce them without pressing those options
oh boy, that's clickable huh
where's the saving throw thingy?
So as of right now I pretty much have to manually enter everything?
its kinda "hidden"
jesus, now I want to go through all the labels and see where the mouse changes