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Frames

Frames

Aggiornato 26 ott 2026

3 min di lettura

A frame is a layout. It decides how an element shows up on screen. A character sheet is a frame. A token on the map is a frame. A character card is a frame. The same element drives all of them; only the visual arrangement differs.

Frames are a separate layer from frameworks and elements for a reason. The rules can change without redrawing every sheet, the sheets can change without re-stating the rules, and the same element can show up in three different places at once without anyone keeping the layouts in sync by hand.

Frames you build sit in your Forge content tree, beside your elements and art. Each frame is one layout that can render any element on a matching framework.

Binding expressions

Inside a frame, you place a text field and tell it which element value to read. The placeholder text uses the binding-expression syntax. For example:

binding examples
{{element.name}}
{{element.level}}

When the frame renders, the engine swaps each expression for the matching value on the element being shown. Edit the value (a level-up, a damage roll, a spell prepared), and every frame currently displaying that element updates together.

Bindings can also drive visibility. You can set a component to appear only when a binding meets a condition, such as {{element.level}} being at least 3. The component stays hidden for low-level characters and appears the moment they hit the threshold. Bindings can also repeat a region once for each item in a list.

The frame editor is a visual layout tool. Add components to the layout and bind their values with expressions.

Many frames per element

One element can have several frames live at once. A 5e character might have:

  • A full sheet frame for the player to read, with every stat, skill, spell, and inventory slot.
  • A compact session frame for the live session, showing only the essentials such as HP and AC.
  • A token frame for the map, showing only portrait, name, and current HP bar.

All three pull from the same underlying element. A damage roll on the token updates the compact frame and the full sheet at the same time, with no copying.

Frames in action: Brannoch Vale's character sheet is a frame painting his element's live values.

What does NOT belong in a frame

Frames are pure display. They have no game-rule logic of their own. If you find yourself wanting to compute a value inside a frame (the AC, the attack bonus, the modified save DC), the answer is to compute it in the framework and have the frame display the result.

This split is exactly the rule-vs-display separation introduced in Frameworks. Putting a calculation in a frame means the same calculation gets re-implemented on every other frame for the same element, and they drift the moment one of them changes.

Where to go from here

  • If you have not read Frameworks and Elements yet, read those first. The split between the three layers is the load-bearing idea.
  • When you are ready to edit a frame yourself, the Customise a frame how-to walks through the visual editor end-to-end.
  • For how all three layers compose into a working game, read Compose.