RPGM Release Notes v3.500 RPGMaster Release Notes for version 3.5.0 Going live this week, 19/06/2024 v3.5 Release Notes Saving Throw Mods Table Many spells and powers as well as magic items have an effect on saving throws and attribute checks. To date, all such effects have been lumped into a single "effect of magic" number with no further explanation when reviewing how saves and checks are calculated. Now, a (hidden) table is held on each character sheet which holds saving throw and attribute check modifiers currently in force, with a name and a source, and optional durations in number of saves to which the mod applies and/or the number of rounds duration of the mod. The mods can apply to one type of save/check, more than one, or all. The mods are specific to the character represented by the sheet. Commands exist (documented in the AttackMaster Help Handout ) to add, modify, and delete the mods. This new system can also be used to create totally new, bespoke saving throws based on any existing saving throw, which can be modified. For instance, the spell Bless only affects saves against Fear effects. Using the new mod commands a new "save vs. Fear" button can be added to the Saving Throw table for the duration of the Bless only for those characters who are blessed, which is based on a save vs. spell but with a +1 bonus. At any time, the player can review the way their character's saving throws and ability checks are calculated by selecting the [Auto-check Saving Throws] button on the Saving Throw dialog, or equivalent button on the Attribute Check dialog. Status Targeting with Saving Throws The RoundMaster --target command (and associated other token status management commands) can now take a saving throw specification as the last argument, defining the type of save required and any bonus or penalty to the save. This only works if RoundMaster is being used with AttackMaster. The effect of adding this optional parameter is that the player issuing the command will be prompted to ask the player controlling the target token to make the appropriate saving throw and, if that saving throw is made using the AttackMaster saving throw dialog (which will apply the bonus or penalty as specified in the new parameter), a failure will automatically apply the status and any associated effects to the token. If the save is made the status is not applied. Multi Mode for Status Targeting Multi has been added as a command mode for the RoundMaster --target command, alongside the existing caster, single, and area modes. Multi mode is similar to area, but allows the player to shift-select multiple tokens at the same time, and then click one button to apply the status to all those tokens. If the new saving throw parameter (see above) is included, the player will be prompted to ask for saving throws to be made for all the selected tokens - which can all happen simultaneously with the outcomes described above. For the multi command, RPGM maths for the duration, direction and/or saving throw mods can include the symbol '#' which will be replaced with the number of tokens selected and allow these numbers to vary by the number of tokens targeted. This is useful where saving throw bonuses or penalties vary by numbers of targets, or the duration is divided across the targets, for instance. Important Note: When this new multi mode is used for a --target command, at the point the command is entered all tokens on the same Roll20 page as the caster token temporarily become controllable (and thus selectable) by the player controlling the caster token. Also, all tokens without controllers (or otherwise controlled by the GM) that have sight under Dynamic Lighting will be temporarily "blinded" - this is so that the player controlling the casting token is not suddenly able to see the whole map, and the dynamic lighting Explorer Mode is not compromised. The temporary blinding and control are automatically removed as soon as the casting player clicks the button to apply the statuses or issues any other API command (RPGM or otherwise) . Simplified Status Targeting Confirmation Options have been provided for better control over the requirement for the GM to confirm all targeted token status changes made by a player using RoundMaster --target command. Two new qualifying command modifiers now exist: --target-nosave and --target-save. The first will not prompt the GM for a confirmation when applying a status to a token (though this behaviour can be altered using the --nosave command), whereas the second will always prompt for confirmation even if the command is issued by the GM. --target-nosave is useful when casting a spell or an item power that has no saving throw e.g. where applied to the caster themselves. --target-save can be useful to remind the GM to prompt for or make saving throws. The --nosave command will turn off or on the --target-nosave behaviour. Action Buttons Disabled on View When spell and item descriptions are viewed (rather than cast or used) all action buttons in the spell or item macro are now "greyed out" and not selectable, so that effects are not inadvertently applied and charges aren't accidentally used due to the player selecting an action button. The one exception is for any action buttons that start with "View" in the button text - this allows, for instance, players to still view the spells contained in a spell-storing magic item. Renaming of Non-Stackable Loot Some items are not stackable in containers or character's backpacks, such as wands with charges or spell-storing items. However, it is also the case that items in containers should have unique names to identify them, so if two of the same non-stackable items are found, one of them needs to be renamed. This is now automatically detected and the player prompted to enter a new name for the second (or subsequent) items picked up. The renamed item retains all its properties, powers, stored-spells, etc. Configurable Automatic Hits & Misses To date, automatic hits on a natural 20, or automatic miss on a natural 1, have had to be applied manually on targeted attacks. By default, automatic hits and misses will now be applied for targeted attacks but with an RPGM Configuration option to turn this off. Similarly, Critical Hits and Misses (which need not be equivalent to natural rolls of 20 & 1) now also automatically hit or miss on targeted attacks and also have a separate RPGM configuration option to turn this off. Updated Database Items to Latest Features Now all magic items defined in the AD&D2e Dungeon Master's Guide have been defined in the RPGM databases, the on-going task of updating and refining them has started. Potions, scrolls, and rings have been reviewed and updated - though the impact will seem very limited to those using them. All spells, both Clerical and Wizard, and all Powers, have also been updated. Spell Databases Split by Level In order to make spell databases more manageable, they have been split by level, with Wizard spell databases now being MU-Spells-DB-L# and Clerical spell databases being PR-Spells-DB-L#. This will not affect any currently extracted spell databases or DM's custom spell databases, which will continue to function as before. The only visible impact is on extracting databases where a choice of databases will now be offered when extracting spell databases. Added Ceiling & Floor to RPGM Maths The RPGM alternative to Roll20 maths for numeric values now includes ceiling and floor operators. c(...) will return the value in the brackets rounded up and f(...) will return it rounded down. Fixes While I am sure everything worked when first coded, subsequent changes have had unexpected consequences and players have also done things I didn't expect (is that not the story for all GMs?). Hence fix lists continue... Fixed magic item rev: (reveal hidden item trigger) database attribute Fixed --display-attribute to properly support %{...|...} and database item variables Fixed ^^duration^^ tag in effect macros to insert the current remaining duration of the status Fixed use of '=#' when setting override initiative modifiers and for --mi-charges Fixed default ToHit dice specification in getToHitRoll() if ToHit dice are not specified in the Attack macro Replaced MIrowref lookup when making magic attacks as might not be pointing to correct magic item Fixed errors in renaming magic items when new name includes all or part of the old name Fixed spell-storing items with the -ADD command qualifier to correctly allow the character/player to add new spells