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RQG 6.0.0

· 15 min read

Supported Foundry Versions Download Count

warning

This is a major release that requires Foundry v14. It also changes what documents are picked up by Rqid prioritization (see below), which can alter existing worlds. Given the scope of the changes, expect a higher risk of new bugs than usual.

Make sure to back up your world before updating!

This release is a large overhaul of the system internals, with the overarching goal of moving this now six-year-old system into Foundry v14's way of doing things. The character and item sheets have been rewritten to use Foundry's V2 document sheets, the data layer has been migrated to use DataModels, and the world migration now generates a detailed report of what changed.

There are also many smaller improvements — from new fields that Active Effects can target to affect a weapon's attack chance, to a combat tracker button that resets the active combatant to the first one. See below for the full list of changes and bug fixes.

RQID Changes

caution

Both of these changes are breaking: they can alter which linked documents are shown in your world after upgrading, and the RQID API functions used by custom macros/modules are changed — see below.

Priority Is Now Compared Globally

Previously, when resolving an RQID (e.g. to link a rune, journal, or spell to its canonical document), a matching World document was always preferred over a matching Compendium document, no matter what Priority value each had. From this version, RQID resolution instead picks whichever matching document has the highest Priority — World or Compendium — and only falls back to preferring the World document when priorities are tied.

In practice, this means: if you have customized or overridden a system document in your World (for example, a house-ruled skill or journal description), and the shipped Compendium version of that document ends up with an equal or higher Priority, the Compendium version may now be used instead of your World override. To keep your World version taking precedence, open it in the RQID editor and make sure its Priority is set higher than the Compendium document it's meant to replace.

Breaking API Changes for Macros and Module Authors

If you have custom macros or modules calling the RQID API directly, two methods changed shape as part of this update:

  • Rqid.fromRqidRegexAll(regex, docPrefix, lang, scope) has been renamed to Rqid.fromRqidRegex, and its scope string ("world" / "packs" / "all") is now an options object: Rqid.fromRqidRegex(regex, docPrefix, lang, { source: "world" | "packs" | "all", mode: "all" | "best" }).
  • Rqid.fromRqidCount(rqid, lang, scope)'s scope string is likewise now an options object: Rqid.fromRqidCount(rqid, lang, { source: "world" | "packs" | "all" }).

Existing worlds don't need any changes for this — only custom scripts/macros calling these methods directly need to be updated.

Foundry DataModels

All system data — including derived values like skill category modifiers and hit point totals — now uses Foundry's DataModels, a data layer that validates your characters, items, and other documents against a defined structure. This is also the groundwork behind the new effect.add fields described under Active Effects below.

Updating to this version triggers a one-time check of your existing documents against these new rules, repairing anything that doesn't match — a chance to heal documents that may have drifted out of shape over the years. This runs automatically as part of the system migration when you update. If you want to run this check again later, there's a macro for that in the "System Macros" compendium, in the "RuneQuest Glorantha System/Macros" folder.

Structured Migration Reporting

When the system migrates your world data, it now provides a detailed migration report showing exactly what was changed. This includes change diffs and migration metadata so you can review what happened. The report is saved as a journal entry in your world, with pages listing what was performed, any issues found, and a summary. If any characters or items could not be fully repaired by the automatic migration, they are listed so you as the GM can look at them manually.

V2 Character & Item Sheets

Why the Move to V2

The character and item sheets have been completely rewritten using Foundry's Application V2 framework. Foundry has deprecated the old V1 application framework and will remove it in a future core version, so this move keeps the system compatible going forward. The V2 sheets are now the default for all characters and items.

info

The old V1 sheets are still available as a fallback (right-click the sheet header to switch), but they are deprecated and will be removed in an upcoming release.

Light/Dark Mode & Pop-Out Windows

V2 sheets support Foundry's light and dark modes, and can be popped out into their own window using Foundry's native pop-out feature — something V1 sheets could not do.

Drag & Drop Rework

Drag-and-drop has been reworked. Hovering over a draggable row now reveals a grab icon — grab that icon to drag the item, rather than clicking anywhere on the row. Dropzones also highlight more clearly when dragging something over them, making it easier to see where an item will land.

Item Icon Tooltips

Hovering over an item's icon on the Gear, Combat, or Passions tab now shows its description in a tooltip, so you no longer have to open the item sheet just to remember what something does. If you are the GM and the item has GM notes, those are shown in the same tooltip below the description — players never see this part.

CHA Rune Magic Point Limit Per Cult

The character sheet now shows the CHA-based rune magic point limit for each cult, making it easier to see how many rune points a character can have in each cult.

The Skills tab now has a search field at the top. Type part of a skill's name to instantly filter the list down to matching skills, hiding categories that have no matches — handy for characters with long skill lists. Clearing the field brings back the full list.

Rune Display by RQID

The Rune tab has gotten a visual makeover. Each rune icon's size and intensity now reflects how strong that rune is — the higher the chance, the bigger and bolder the icon. For opposed rune pairs (e.g. Harmony/Disorder), a balance marker on a line between the two runes shows how far a character leans towards one side of the pair over the other. Where a rune is positioned depends on its opposed rune setting.

Apply Wound dialog makeover

The Apply Wound dialog has had a facelift. The title now names both the character and hit location (e.g. "Apply Wound to Left Arm of Vasana"), so it's clear who receives the wound when multiple character sheets are open.

Entering the raw damage dealt shows the armor protecting that hit location (if any) — listing each equipped piece by name and its AP — plus a formula for the effective damage after AP is subtracted. If more than one piece of armor covers the location, each piece's AP can be included or excluded individually — useful, for example, with fall damage, where only soft armor applies — or all at once via a master checkbox.

A second checkbox and formula show whether (and how) the wound also reduces the character's total Hit Points, with the before/after total updating as you type. The button that opens the dialog from each hit location box also traded its old hand-holding-medical icon for a burst symbol.

Heal wound dialog makeover

The Heal Wound dialog got the same treatment. Two buttons at the top — "Heal One Wound" and "Remove All Damage" — let you either patch up a single wound or clear every wound on the hit location in one go.

When healing a single wound, "Hit Points to Heal" can be dragged in with a slider or typed directly. Below that, "Select Wound to Heal" lists each individual wound on the location so you can pick which one to treat.

The "Heal Wound" button now uses a green heart-pulse icon, and each wound listed under "Select Wound to Heal" shows a burst icon next to its remaining damage value — the same icon used in the Apply Wound dialog.

Spirit Magic Points Editable in Edit Mode

Variable Spirit Magic spells can now have their invested points edited directly from the character sheet's Spirit Magic tab. In Edit (green) mode, the points cell becomes a plain number input instead of requiring you to open the item sheet. Play mode and non-variable spells behave as before.

Compact Spell Summary for Rune & Spirit Magic

The Rune Magic and Spirit Magic tables no longer show a separate column for each spell attribute. Instead, each spell now shows a compact summary string (its "signature"), similar to how spells are written in the rulebooks — e.g. points, range, duration, and concentration — with the full details available in a tooltip. As part of this change, Ritual Rune Magic spells no longer have their Range and Duration silently dropped from the summary, since those values can still be relevant for ritual casting.

Active Effects

The system has been adapted to Foundry v14's new Active Effect format: duration is now a single value + unit instead of separate seconds/rounds/turns fields, and start time/round/turn/combat are now grouped under "start".

Your existing effects are converted to this new format automatically when you update, including moving any legacy MP/HP max bonus paths to the new system.effect.add.magicPoints.max / system.effect.add.hitPoints.max fields described below.

New Additive Fields

A new system.effect.add namespace exposes additive fields that Active Effects can target in ways that weren't previously possible. None of these values could be targeted by an Active Effect before, with one exception: max Magic Points could be boosted directly through a hack in the old version. The DataModel cleanup removed that hack in favor of its own dedicated field, described below.

system.effect.add.magicPoints.max (on the character)

A bonus to max Magic Points — for example from a POW storage crystal. In previous versions, an Active Effect could target system.attributes.magicPoints.max directly and it kind of worked, since that value was calculated before effects were applied; the DataModel cleanup now calculates it afterwards, so this dedicated field is needed instead.

system.effect.add.hitPoints.max (on the character)

A bonus to max Hit Points.

system.effect.add.skillCategoryModifiers.<category> (on the character)

A bonus to a skill category — for example, to boost all Manipulation skills with an effect.

info

<category> is one of: agility, communication, knowledge, magic, manipulation, perception, stealth, meleeWeapons, missileWeapons, shields, naturalWeapons, otherSkills.

system.effect.add.melee.attack / system.effect.add.melee.parry / system.effect.add.missile.attack / system.effect.add.missile.parry (on weapon items)

Bonuses to a weapon usage's attack and parry chance. As before, effects that target fields on an item (rather than the character) need to use the "Custom" application mode.

The fields are divided into melee / missile and attack / parry so effects can be limited to, for example, only melee attacks.

This could be used to create a Bladesharp effect, see below. It's a bit clunky, since you need to create a separate effect for each weapon and point strength, but it does make it possible to build a compendium of spell effects that can simply be dragged onto the actor. This handling will be improved in a future release.

note

This whole area of the system is still experimental. More changes to Active Effects — new effect.add fields, other effect modes, etc. — are likely to show up in future releases.

Match Suspension to Equipped Status

Active Effects on physical items (gear, armor, weapons) now have a "Match Suspension to Equipped Status" option on the effect itself. When enabled, the effect is automatically suspended/unsuspended together with the item's equipped state — for example, an Active Effect on a piece of armor can be set to only apply while the armor is equipped, without needing a separate condition or macro. This option is off by default; enable it on each effect where you want it, or turn on the world setting described below to have it on by default for new effects. As soon as you enable the option on an effect, its suspended state is immediately updated to match the item's current equipped status, rather than waiting for the next time the item is equipped or unequipped. While the option is enabled, the effect's "Effect Suspended" checkbox is greyed out and can't be toggled manually, since its state is now controlled automatically by the item's equipped status.

A new world setting, Default: Match Effect Suspension to Equipped (off by default), controls whether newly created Active Effects on physical items have this option enabled by default; existing Active Effects are left unchanged when you change the setting. Regardless of this world setting, you can always turn the option on or off for each effect individually.

tip

The setting defaults to off for backwards compatibility with existing worlds, but depending on your preference it's probably a good thing to turn on, so new Active Effects on gear/armor/weapons automatically suspend when the item is unequipped.

Active Effects Tab Setting

The Active Effects tab on the character sheet used to be toggled through a hidden config flag. Now it is a GM-only world setting "Show Actor Effects Tab", making it much easier to find.

It lists every effect on the character along with Start, Duration and "Match Equipped Suspension" columns, plus an early-expiry badge whose tooltip flags possible configuration mistakes. As before, the tab itself is only ever visible to the GM, never to players.

Weapon Effect Modifiers in Combat

The Attack and Defence dialogs now show a tooltip breakdown of the target chance, including when a weapon effect modifier (e.g. from an Active Effect on the weapon) is in play. Hovering the chance box reveals how the total was calculated.

Combat Tracker Improvements

There is a new GM-only "Activate First Turn" button on the combat tracker. In RuneQuest, everyone states which Strike Rank(s) they act on at the start of the round, which can reorder who goes first — this button lets the GM jump straight to whoever ends up first in the new turn order, instead of clicking "Previous Turn" repeatedly to get back to the start.

Protection Token Effects Support All Creature Types

Protection token effects now use regex RQIDs (introduced in RQG 5.3.0), allowing them to work with all creature types instead of only humanoid characters.

Additional Fixes

  • Fix deprecated TableResult#text in fumble rolls ()
  • Fix improvement of Runes and Passions not working ()
  • Fix Rune Magic cult chooser dialog ()
  • Fix cult tabs not filling the width ()
  • Fix Rune Magic cannot adjust level on stackable spells ()
  • Fix avoiding mutation of roll modifiers during tooltip render ()
  • Fix POW crystal Active Effect reads with legacy fallback ()
  • Fix drag-drop handling and safe skill embedding ()
  • Remove jQuery usage throughout the codebase ()
  • Migrate all deprecated Foundry v14 APIs ()
  • Improve cult info column spacing on the v2 Rune Magic tab so the Rune Points and cult/god name columns no longer wrap awkwardly, with full text available via tooltip ()
  • Fix weapon usage rate model error ()
  • Show an informational field instead of the damage bonus selector when a weapon usage's damage formula has no damage bonus placeholder ()
  • Fix detached/popped-out v2 application actions (e.g. the Attack dialog) not working ()
  • Remove price display from gear items, improve gear tab responsiveness, and improve the view-by-location gear view ()
  • Derive skill chance at runtime instead of persisting it, avoiding stale values ()
  • Standardize chat message speaker objects ()
  • Localize the RQID header button's aria-label, removing a console warning ()

RQG 5.3.0

· 4 min read

Supported Foundry Versions Download Count

This version fixes a migration issue in version 5.2.0. It also adds a few additional features and fixes.

Fix the migration issue from v5.2.0

In some worlds, you could get a lot of console logs, and the migration could take a very long time or even time out and stop. This version fixes that problem, and it also reduces the number of notifications that are shown by combining progress into fewer notifications.

In addition to this, the performance of the editor where you can add RQIDs to documents that are missing it is improved. It should no longer potentially crash your browser if you have lots of edits, and it should feel a lot snappier.

Allow Active Effects to affect multiple items

It is now possible to create Active Effects that affect multiple items. By prepending the Rqid string with a ~ the Rqid will behave as a regex and all items that match that regex will be affected by the Active Effect.

An example of what this could be used for is creating an Active Effect that applies to all hit location items like this: ~i.hit-location. That would match any hit location like i.hit-location.head or i.hit-location.left-wing. You can also use the normal regex syntax to build something more complex like ~i.cult.*orlanth.* to find any cult that contains the word orlanth.

For people who know how to write regex: yes, the dots in, for example, ~i.hit-location will be interpreted as "any one character". But in practice that should not matter. You could write it as ~i\.hit-location to be more strict if you wanted to.

Show warning if POW < 18 for priests

The POW characteristic now gets a warning if it falls below 18 for cult ranks that require a character to have at least 18 POW.

Attacking from prone

There is now a new checkbox in the attack dialog where you can select that you are attacking from a prone position. This follows the rulebook by changing the hit location die to 1d10 (From Below) and removing the damage bonus if you are not attacking with a natural weapon.

Color the RQID icon red if it's missing

The sheet header RQID button is now colored red if the document does not have an RQID. This makes it easier to see at a glance if there is a problem.

RQID editor now handles embedded documents

The RQID editor previously did not handle embedded documents like pages in a journal. It now does, that, making it possible to link to a specific page for example. It could also be used to find other embedded documents like items in an actor, but I think the main use for this is pages in journals.

With this you could add links directly to pages in another journal using rqid. Copy the link from the example at bottom of the editor and paste that into any other journal.

It will warn if the parent document does not have an RQID set since the embedded RQID will not work in that case, see below.

RQG 5.2.0

· 3 min read

Supported Foundry Versions Download Count

warning

This release contains a major refactor of basically all code. It should work better, but it's quite possible that some new bugs have been introduced. Use this version with care!

The main objective with this release is to replace the old deprecated build system with a more modern solution as well as updating the typescript type system to a modern version.

This is not something that should be visible for you game masters and players, but some of the changes include:

  • Change build system from Snowpack to Vite resulting in a smaller package size, and also the ability to update nodejs to a modern version in pace with what Foundry needs. It also improves the developer experience by providing HMR (Hot Module Replacement) and faster build speed.
  • Changed the test framework from Jest to Vitest
  • Updated the typescript foundry vtt types to the latest version. This should help with finding subtle errors where the code is calling Foundry with deprecated or wrong methods or parameters.
  • Added Stylelint to format and find errors in css files. Some minor changes to css class names have been made.
  • Dependency updates including typescript and nodejs
  • The variable name for RQG Token Ruler settings have changed, meaning you might need to reapply your settings for line width, alpha & colors if you have changed them.

Multi-Cult Rune Magic Tabs

If you have more than one cult the sheet previously became very long and hard to navigate, making it hard to find the rune magic spells you want to use.

The rune magic tab on the character sheet now displays separate tabs for each cult the character is a member of, with cult-priority sorting to help you organize which cult's magic is most important to your character. The order is in priority:

  1. Highest ranking in the cult (priest, initiate, lay member etc)
  2. Highest amount of rune points in the cult
  3. Alphabetical by diety name

Limit POW experience checks

When you roll against POW directly, the system will now show an informational message explaining when POW experience can be gained instead of automatically checking it for a successful roll. The experience can still be manually toggled via the context menu when appropriate.

When a successful Worship or SpiritCombat roll is made the POW experience is checked now.

The notification will not close automatically, you need to click it to make it go away.

Bug Fixes

  • Master opponent modifier was wrong when both combatants had over 100% chance.
  • Half Chance modifier does did work in Attack Dialog
  • Combat Card "Damage Bonus From" failed to Select Correct Token, but picked any token with the same damage bonus
  • Rune magic Special & Critical successes didn't trigger experience checks
  • Misalignment in gear tab ENC box

RQG 5.1.1

· One min read

Supported Foundry Versions Download Count

This is a pure bugfix release.

Bug Fixes & Improvements

  • No scrollbar in attack dialog. The attack dialog was not usable on smaller screens. This update makes all roll dialogs work more like standard Foundry dialogs.
  • Natural weapons could not roll the percentage chance from actorSheet combat tab percent value.

  • DEX based skills (Dodge & Jump) sometimes lost the baseChance value. If your actors Dodge or Jump still is 0, then modify DEX and then change back to get it in sync again.

  • Populate region "Click to Execute" with some boilerplate to have a starting point.

RQG 5.1.0

· 5 min read

Supported Foundry Versions Download Count

This release adds two bigger features, and fixes a really bad bug related to combat.

System native drag-ruler module replacement

The drag-ruler module is not compatible with Foundry v13. This release introduces a system native implementation that uses the new Foundry Token Drag Measurement API to color code token movement.

There is some integration with the Foundry movement actions. If you change the token movement to swim or fly, then the MOV will be updated to reflect that according to the setting on the actor sheet.

How the drag ruler looks when dragging a token. The line is color coded according to the MOV of the token and the settings (see below). The hexes / squares are colored by Foundry to match the user color.

Actor sheet in edit mode where you can set the MOV for various locomotion modes. If you change the token movement, it will use the MOV values from the actor sheet to match the selected locomotion mode. see Foundry 13 Haul and Drag. The drag ruler is only visible for tokens that are in combat.

You can find the settings for the drag ruler in the system settings dialog.

The settings dialog for the drag ruler. The settings are explained in the dialog. The colors are for the different ranges.

  • Attack: half MOV - you can still attack after moving this far.
  • Walk: full MOV - you can walk this far but lose your attack.
  • Sprint: range is decided by the sprint setting. It's off (0) by default since this is an optional, non-standard rule.
  • Unreachable: you cannot move here. Note that you will not be prevented to move, but the line will be red (or whatever color you set it to).

Add a clickable region behavior

This adds the possibility to write scripts that run when you click on regions. It's done in the form of a region behavior called "Click to Execute Script". You add one by creating a region, go to the Behaviors tab and press +

Adding a behavior will open the settings dialog. The top part with "Behavior Identity" and "Behavior Status" behaves in the same way as other Foundry behaviors. You can name and disable the behavior here.

In the next section the "Hover Pointer" lets you decide if the mouse pointer should change while hovering over the clickable region.

The two text boxes for "Left Click Script" and "Right Click Script" accepts javascript and that javascript will be run when you left or right-click on the region.

Each region can have multiple behaviors, even multiple "Click to Execute Script" behaviors. And you can have multiple regions that may overlap each other. If you have multiple "Click to Execute Script" behaviors they all will run even if they overlap.

As the hint text between the script boxes says you have access to variables in the scripts in case you want to check something about the event, behavior, region or scene. You could for example check if the shift key was pressed while you clicked and do something else in that case.

The click is only detected while you are on the TokenLayer - in other words while you are editing the regions it will not register the clicks, you have to have the top left tool selected.

This makes it quite powerful, but also less user-friendly since you need to know a bit of javascript to make something happen. Here are some snippets to get started:

Open a journal entry using Rqid (or anything else with a Rqid like an actor or item)

game.system.api.rqid.renderRqidDocument("je..axis-mundi", "en");

Open something specific using UUID

// This can open anything in the world
fromUuidSync("Actor.BKBAy0w4MgvgYeKZ").sheet.render(true);

// With this syntax you can also open documents from the compendiums
(await fromUuid("Compendium.wiki-en-rqg.cults.Item.61zfpHEpM9RtE6XS")).sheet.render(true);

Run a macro via UUID (could use Rqid also)

fromUuidSync("Macro.ufYFMHFOpuncTeiq").execute();

Apply 5 points of damage to the head to all targeted tokens

game.user.targets.forEach((token) => token.actor.applyDamage(5, 20));

Do different things depending on modifier key presses

let message = "You clicked this region";

if (event.ctrlKey) {
message += " and held the ctrl key at the same time";
}
if (event.altKey) {
message += " and held the alt key at the same time";
}
if (event.shiftKey) {
message += " and held the shift key at the same time";
}

ui.notifications.info(message);

Other Bug Fixes & Improvements

  • CombatTracker etc needs v13 updates. Not sure how I missed this in the previous version, but it should now be updated to work with Foundry v13.

  • Calculation of Dodge and Jump skill chance in skillSheet was wrong. It did not update the base chance according to actor DEX correctly.

RQG 5.0.0

· 3 min read

Supported Foundry Versions Download Count

warning

This release drops support for Foundry 12 and introduces support for Foundry 13, so you need to update Foundry to v13 before you can update this system to v5.0.0

There are a lot of changes under the hood to follow the Foundry v13 way of doing things. The amount of deprecation warnings are greatly reduced, but there are some still left since they require larger rewrites that will come later. They should not impact the functionality though.

There are not a lot of new features in this release, but the styling in various places have been updated to look more like Foundry v13. The system no longer uses the deprecated TinyMCE editor, instead it uses ProseMirror for text editing.

Also in the previous versions you did not get strike rank buttons for unlinked actors, this release will show those buttons for unlinked actors as well. See SR Buttons for more info about how they work.

Foundry v13 have a system where you can see the last chat even if you have the chat collapsed. This RQG version introduces a user level setting so you can decide if the chat should be expanded when you roll something. That should make the feeling more similar to how it was before. It is off by default, so you need to enable it in the settings if you want that behavior.

There are now links to the Release Notes (this), Documentation and Bug Reports (Github issues) under the settings sidebar for easy reference.

A small new feature in this version is that you can now get a premade Rqid link string that you can paste into your journals if you want a link to a "type" of document. This is not a new feature, but before you had to type the link manually. Now you get a premade string that you can use from the Rqid editor that you can open via the icon in the document titlebar. The styling of the dialog was also slightly improved.

After pasting that string into the journal it will look like this. You can tell if the link is a default Foundry UUID link or a RQID link by the surrounding border. RQID links have a dashed, rounded border where the UUID links have a thin solid border without rounding instead.

RQG 4.0.4

· One min read

Supported Foundry Versions Download Count

This release contains a few bug fixes and improvements, the main feature is that it is now possible to do an ability roll directly from the combat tab weapon chance.

Allow simple weapon skill ability check

This allows you to do a simple ability check for the weapons skill from the combat tab without initiating a full combat flow. A single click on the percentage chance will open the ability roll dialog for the skill row clicked. Double-clicking will roll directly to chat without any dialog in the same way any other ability roll works.

Other Bug Fixes & Improvements

  • Slashing Damage incapacitation was incorrectly being applied to all cut(ting) attack

RQG 4.0.3

· 2 min read

Supported Foundry Versions Download Count

The previous release inadvertently removed the possibility to do combat without having tokens on a scene. This release fixes that, and also adds a few new features and improvements.

Allow actors to combat even without tokens

In version 4.0.2 you could only use tokens on a scene to do combat. This release adds both tokens and actors to the attacker and defender dropdowns in the combat dialogs.

Since adding this feature will increase the number of items in those dropdowns there is now a new system setting that lets you opt out of seeing actors.

An added feature is that the dropdowns will specify if the dropdown item is a token or an actor. And if you are a GM you will also see a 🔗 icon next to the actors that are linked.

Make it possible to roll weapon damage directly

It is now possible to roll the damage of a weapon directly from the weapon line in the combat tab. This will be a completely manual roll without any automation. It will also be a "normal" roll so no support for special successes or criticals. But any damage bonus will be added and rolled.

Other Bug Fixes & Improvements

  • There were some debug logs left by mistake in the previous release, this release removes those.

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