Skip to main content

RQG 4.0.2

· 12 min read

Supported Foundry Versions Download Count

This long overdue release completely rewrites the handling of rolls. Under the hood it introduces multiple new Foundry rolls:

  • AbilityRoll
  • CharacteristicRoll
  • DamageRoll
  • HitLocationRoll
  • RuneMagicRoll
  • SpiritMagicRoll

In addition, it has a completely new take on the combat flow with attack / defence rolls.

Rewrite of the roll system and combat flow

When you click on a rune, skill, spell, passion, characteristic or a weapon, it will now show a roll dialog, instead of displaying a chatmessage. The dialogs are built with Foundry ApplicationV2, so they will adjust to your light/dark mode Foundry setting, see below.

The visual representation of these rolls in the chat are also completely rewritten, and tries to be more easily scannable for the eye by using visual clues for different success levels, bold text for what is rolled, and by adding toned down background images according to what is rolled. Another design intent is to keep the chat messages as small as possible to not clutter the chat. In line with that is the expand roll feature, which will show the modifiers used in the roll if the roll is clicked.


Ability Check

At the top it will display what ability you are rolling for (rune, skill, passion or reputation), and the "native" percent chance.

In the middle you can see

  • Actor - the token actor that is doing the ability check.
  • Augment - a dropdown to choose any augments in effect.
  • Meditate - a dropdown to choose any meditations in effect.
  • Other Modifier - a text field to enter any other modifiers. This is not a dropdown, so you can enter anything you want, both in the describing text field, and in the numeric percentage modification field. It will be shown in the expanded roll in the chat message.

At the bottom you can see the target percentage that you will roll against. You can also select the roll mode (Public Roll, GM Private Roll, GM Roll or Self Roll). And to the right is a button to do the roll and open a chat message to show the result.

The chat message will show what was rolled, what token that did the roll, the result of the roll, and if you click the "Success" line it will expand to show what modifiers were used.

The "Success" line will be differently styled depending on the result of the roll to make it quick and easy to see the outcome. It shows the result (Fumble / Fail / Success / Special / Critical), the result of the dice roll, and the target you need to roll under.


Characteristic Check

Similar to the ability check, but for characteristics. At the top it will show the characteristic name and value.

In the middle you can see

  • Actor - the token actor that is doing the characteristic check.
  • Difficulty - a dropdown to choose the difficulty (multiplier) of the roll.
  • Augment - a dropdown to choose any augments in effect.
  • Meditate - a dropdown to choose any meditation that is done.
  • Other Modifier - a text field to enter any other modifiers. This is not a dropdown, so you can enter anything you want, both in the describing text field, and in the numeric percentage modification field. It will be shown in the chat message.

The bottom part is the same as the ability check above. And the chat message will look like this when the result is expanded to show any modifiers.


Spirit Magic

Similar to the ability check, but for casting Spirit Magic. At the top it will show the spell name and properties.

In the middle you can see

  • Actor - the token actor that is casting the spell.
  • Level - how many magic points you will use to cast the spell. This value is only possible to edit if the spell is variable.
  • Boost - how many magic points you will use to boost the spell to overcome any defences.
  • Augment - a dropdown to choose any augments in effect
  • Meditate - a dropdown to choose any meditation that is done.
  • Other Modifier - a text field to enter any other modifiers. This is not a dropdown, so you can enter anything you want, both in the describing text field, and in the numeric percentage modification field. It will be shown in the chat message.

The bottom part is the same as the ability check above. And the chat message will look like this when the result is expanded to show any modifiers.


Rune Magic

Similar to the ability check, but for casting Rune Magic. At the top it will show the spell name and properties.

In the middle you can see

  • Actor - the token actor that is casting the spell.
  • Level - how many rune points you will use to cast the spell. This value is only possible to edit if the spell is stackable.
  • Use Rune - a dropdown to choose which rune you will use to cast the spell. The rune image and percentage of the selected rune is shown to the right, and if the rune has an experience check it will have a glow behind it, similar to how it looks in the character sheet.
  • Boost - how many magic points you will use to boost the spell to overcome any defences.
  • Augment - a dropdown to choose any augments in effect
  • Meditate / Ritual - a dropdown to choose any meditations or ritual preparations.
  • Other Modifier - a text field to enter any other modifiers. This is not a dropdown, so you can enter anything you want, both in the describing text field, and in the numeric percentage modification field. It will be shown in the chat message.

The bottom part is the same as the ability check above. And the chat message will look like this when the result is expanded to show any modifiers.


Combat – Attack & Defence

The way combat works has changed. Ideally you should have a token selected that is the target of the attack before clicking the weapon you want to attack with. It is possible to use this without setting a target, and instead let anyone defend, but you cannot aim an attack unless you have a target selected.

Similar to the ability check, but for attacking someone. At the top it will show the skill name, and the "native" percent chance.

In the middle you can see

  • Attacking Actor - the token actor that is doing the attack. If you own more than one actor (token) you can change the actor via this dropdown.
  • Defending Actor - This will display the name of the targeted token, or say "No target selected" if none is selected. You can only have one token targeted, if you have selected more than one you will get a notification about that, and one of them (whatever happens to be the "first") will be used as the target.
  • Attacking Weapon - the weapon that is used to attack. The dropdown will contain the weapons the attacking actor has equipped.
  • Usage - this decides how the weapon will be used, for example one-handed or two-handed. The dropdown will contain the options that are available for the selected weapon.
  • Damage Bonus From - This can be used to get the damage bonus from an animal you are riding on if you are doing a charge. It is preselected to the attacking actor, but can be changed to any other token on the current scene that you are the owner of that is not a humanoid.
  • Extra Damage - You can add either a number or a roll formula here. It can for example be used to get the extra damage from a bladesharp spell to be part of the damage calculations.
  • Hit Location Formula - The dropdown contains 3 options; the normal 1d20, 1d10 & 1d10+10 to allow attacking from below or above. If "Aimed Blow" (below) is selected, this will be disabled since you will hit the hit location chosen there.

Below the "Modifiers" heading there are different modifiers you can apply

  • Aimed Blow - If you have a target selected, you can choose to aim the blow to hit a specific hit location. The dropdown will show the hit locations of the target. Selecting a hit location here will halve the base percentage chance.
  • Augment - a dropdown to choose any augments in effect
  • Prone Target - checking this checkbox will add a +40% modifier to the target chance.
  • Unaware Target - checking this checkbox will add a +40% modifier to the target chance.
  • Darkness - checking this checkbox will add a -75% modifier to the target chance.
  • Halved Chance - checking this checkbox will halve the base percentage chance.
  • Other Modifier - a text field to enter any other modifiers. This is not a dropdown, so you can enter anything you want, both in the describing text field, and in the numeric percentage modification field. It will be shown in the chat message.

At the bottom you can see the target percentage that you will roll against, as well as buttons with the attack modes you can do with the selected weapon. Clicking one of these buttons will give this chat message:

If there is a target selected, only users that own that target will see the defend button. Clicking it will open the defence dialog:

This is similar to the attack dialog, but for defending an attack against you. At the top it will show the skill name, and the "native" percent chance.

In the middle you can see

  • Attacking Actor - the token actor that is doing the attack.

  • Defending Actor - This will display the name of the targeted token, or present a dropdown of tokens you own that are part of the current scene. If you do not have a token that can defend you will instead see a notification about that instead of this dialog.

  • Defence - Depending on what the Defending Actor can do you will see a dropdown with "Parry", "Dodge" and "Ignore". Changing this will affect the rest of the dialog, hiding or showing different parts.

  • Parrying Weapon - the weapon that is used to parry with. The dropdown will contain the weapons the attacking actor has equipped that can be used for parry.

  • Usage - this decides how the weapon will be used, for example one-handed or two-handed. The dropdown will contain the options that are available for the selected weapon.

Below the "Modifiers" heading there are different modifiers you can apply

  • Augment - a dropdown to choose any augments in effect
  • Subsequent Defence Modifier - the dropdown lets you choose the penalty for defending against multiple attacks.
  • Halved Chance - checking this checkbox will halve the base percentage chance.
  • Other Modifier - a text field to enter any other modifiers. This is not a dropdown, so you can enter anything you want, both in the describing text field, and in the numeric percentage modification field. It will be shown in the chat message.
  • Master Opponent Penalty - if the attacker has a chance above 100% you can get a penalty to the defence here. If you have over 100% on the defence, the attacking roll will get a penalty.

At the bottom you can see the target percentage that you will roll against, as well as a button to do the selected defence.

Pressing that button will roll the attack and defence rolls, and update the previous chat message with info about the rolls, and the outcome from the attack/parry, or the attack/dodge table like this:

The rolls can be expanded to reveal the modifiers applied. Depending on the outcome you will see different things, but in this example clicking on the button "Roll Damage & Hit Location" will do these rolls, and update the chatmessage with the outcome of those as well:

Again exactly what will be show will depend on the outcome, but in this example the damage roll was clicked to show the details of the damage roll, and you can apply the damage to the parrying weapon, and also apply the damage that went through the weapon to the defenders head.

Clicking "Apply Damage to Weapon" will reduce the HP of the weapon (in this case the defending weapon).

Clicking "Apply Damage to Actor" will apply the rolled damage to head, reducing AP unless the blow should ignore armor. If the damage is stopped by the armor a ui notification will inform about that nothing went through.

The buttons will disappear when clicked, leaving a summary of the attack in the chat.

Exporting the chat will also give a summary of what happened:

[5/14/2025, 1:13:16 PM] Uzko (Dark Troll) token
attacks Vasana token
AttackRoll: 39 / 65 = Success
DefenceRoll: 54 / 90 = Success
Attacker rolls normal damage.Defender’s parrying weapon takes 1 HP damage if damage more than its current HP. Any excess damage goes to the affected hit location.
DamageRoll: 2d8[weapon damage] + 1d6[damage bonus] = 7 + 5 = 12
HitLocationRoll: 19 = 19 = Head

RQG 3.4.9

· One min read

Supported Foundry Versions Download Count

This is a minor release that just contains one improvement. It is now possible to type anything in the homeland field in the background tab. Up until now it was a dropdown with only preselected values, you still get the dropdown but can also choose to type freetext into the input field.

There are also some behind the scenes changes of how a release is done (but that doesn't affect the game).

Improvement

  • Allow free text in homeland field

RQG 3.4.8

· One min read

Supported Foundry Versions Download Count

If your world has a lot of compendiums, you might have got warnings about runes that can't be found, and that compendiums are not yet indexed while starting. This release should fix that. It also contains size adjustments of runes icons.

In addition it updated the way the build tools are set up to make it possible to remove the game system warning about The "RuneQuest Glorantha" system's manifest contained the following unknown keys: "type", "release-please-start" The other warnings will be removed in the next major RQG release when Foundry 11 support will be dropped. In addition dependencies are updated, and the package manager is changed from the deprecated version of yarn to pnpm (this won't affect the game).

Bug Fixes & Improvements

  • Warnings about compendiums not indexed etc
  • Some runes appear to be too small

RQG 3.4.7

· 2 min read

Supported Foundry Versions Download Count

This released contains a bunch of bugfixes that should remove some annoyances. When entering modifications for rolls in the chat, it no longer loses focus after every key press. The calculation of the chance to improve skills is no longer incorrectly affected by how much you carry. And other fixes, see the linked github issues for details.

It also adds a log to the dev tools console to indicate how long caching of runes & hit locations take. It look like this, and the first line will always take a lot longer than the second, since the second line will "benefit" from the caching done by the first. You can use this information as an indication if things are running slowly.

RQG | Caching Runes took: 106.442138671875 ms
RQG | Caching Hit Locations took: 0.569091796875 ms

Bug Fixes & Improvements

  • Can only add one digit at a time to Modifiers box
  • Selecting Ammo on Combat Section of Character Sheet Initiates a Dice Roll Card
  • XP gain rolls are modified by ENC penalties when they should not be
  • Implement the context menu equipped entries
  • Untranslated strings if concat value is null

RQG 3.4.5

· One min read

Supported Foundry Versions Download Count

This released contains a bugfix for some translations when using Foundry v12.

Bug Fixes

  • some spirit magic texts are not translated in Foundry 12.