Dev Blog: October 11 to November 1
It has been a second since the last Devblog, and the biggest change is to the rules themselves. Skill Checks and Critical Hits now follow Core Rule Book v7 on the sheet and at the table. Riftbound has reached level 10 for testers, and GMs can now put a table on stream through OBS. There is also a round of character fixes, and more care over your account and your data.
Skill Checks
The sheet, the creator and the table all use the new rule, and the website and in-app help now match it.
- The new roll. A Skill Check is d20 + Skill Modifier + Aptitude Dice. Your Core Stat no longer adds to it, and a Core Stat buff no longer raises your Skills.
- Your Skill Modifier is your Aptitude Points. Points come from Level investment, the Initial grant, and features whose text says Aptitude Points.
- Initial Aptitude is +2, and Aptitude unlocks at 2.
- A bonus to the roll stays a bonus to the roll. Something like "+1 to Agility-based Skill Checks" adds to the roll, but it does not unlock Aptitude or count toward your cap.
- A duplicate grant is now a pick. If a permanent source such as your Background or a Feat grants a Skill you already have, you choose a different Skill and it gets the +2. The sheet shows the box only while a pick is open. After that, the Skill carries a "D" badge naming where it came from, and you can change the pick in the creator.
- Implants and gear work differently. They give the Aptitude and the +2 only while installed, and nothing if you already have that Aptitude.
- Chameleon grants Stealth only while it runs.
- Feats roll the same way. Feat Skill Checks and Contested Checks, such as Vengeful Counter and Disarming Blow, now get Aptitude Dice.
- Genotype wording decides. "+2 to your Intimidation Skill" means Aptitude Points, and "+2 to Survival Skill Checks" means a bonus to the roll. Aèlvárin lineage Skill picks give Aptitude Points too.
- Your characters update on their own. Saved characters use the new rule the next time they open. A PDF recalculates its Skill numbers before it prints, and it ticks the same Skills the sheet shows with Aptitude.
Critical Hits
- Beat the Defense by 10 or more and it is a Critical Hit. This is measured after every Modifier on both sides, for Weapon Attacks and Physical Strikes only. It never applies to a Spell, a Skill contest, a Natural 1 or a Cursed attacker.
- Critical Damage follows the book. The dice are doubled and the Modifier is added once. The roll box shows the working.
- Damage waits for the verdict at the table. The damage buttons on a Weapon Attack hold until the result is in. A miss has nothing to roll, and a Critical Hit tells you to roll Critical Damage. Away from the table, nothing waits.
- Cursed now does what it says. A natural 20 on any d20 Test counts as a natural 1, and healing you receive is halved.
- Blessed now reaches creatures. It applies to the rolls the table makes for them.
- Crit protection works. Armor that says "Critical Hits do not deal double damage" now stops the doubling. The hit and its Injury still land.
Creatures
- Creature Skill Checks drop the Core Stat too. With Aptitude, a creature rolls d20 + its Skill Modifier + its Threat Level Aptitude Die. Without Aptitude, it rolls a flat d20.
- A creature's Skill Modifier is half its MAB, set by Threat Level. Minor +2, Moderate +3, Significant +4, Formidable +5, Deadly +6, Apocalyptic +10.
- A creature's Program limit is its Hacking Skill Modifier, the same as a player's. Without Aptitude in Hacking, it has none.
- All of this shows on the creature sheet, the NPC Forge and the Foundry play sheet.
Riftbound reaches level 10 for testers
Levels 6 to 10 are open to testers, and they work on and off the table. That covers the three Adept Paths (The Ethereal Thread, The Riftrunner and The Waking Fear), the bracket pool and every level 10 Upgrade.
- Stances are fully wired. Level 10 Upgrades build into your Stance, and each Stance Switch bonus has its own button.
- New effects work. These include making an attacker roll twice and take the lower, and Rift Dice re-rolls that keep the higher face.
- Levels 4 and 5 got a pass too. Riftlash, Veil of the Rift, Nightmare's Edge, Dreamtide's heal, Shadow's reduction and Torn and Reforged's range were all put right on the way.
Streaming your table
- A stream link for OBS. A GM turns it on in General settings, under GM tools. The link needs no sign-in and can only watch.
- A full view or overlays. Show the table as the party sees it, or use see-through overlays of turns, dice, the party and the log. You choose the pieces, the sound and the camera for each OBS source, and whether the party's health appears.
- What it never shows. Chat, handouts, notes, the X-card, and anything hidden from the party all stay off the stream. Your own GM window still shows hidden tokens, so stream the link and not your window.
- You stay in control. Replace the key or turn the link off, and every page on it drops at once. The spectator link has an off switch now too.
- Everyone at the table is told. While the link is on, every seat sees "This table is being streamed: the map, rolls and voice may be public." The strip cannot be closed, covers nothing, works on a phone, and never appears on the stream itself.
At the table
- An idle table holds its frame rate. A docked sheet no longer redraws every time the table does, and a character sheet's Skill math is far faster.
- Dragging a token onto the map carries only its picture, at the size the drawer shows it. That includes Firefox, which could show a full-size portrait.
- A link opened while signed out brings you back to that page after you sign in, by password or a social account.
- "Back to GM" works while a table is paused or after it has ended.
- An image shown to one player reaches only that player and the GMs.
Character fixes
Some of these began as reports from the table. Thank you, and please keep them coming.
- Implants keep their Max HP. The extra HP from something like Basic Dermal Reinforcement now stays after a Long Rest.
- Armorer's Defense scales. It grants the THP for your level: +10 at 5, +12 at 8, +14 at 12 and +16 at 16.
- Dream Vehicle summons its own stat block instead of asking you to pick from the vehicle catalogue, and its Amplify asks Water or Air. A summoned vehicle now leaves when its Spell ends, and Junker's vehicle card displays properly too.
- Fame and Infamy. The level 3 perks call for a Contested Will Defense Roll on the sheet, at the table and on the website.
- Social badges and rewards. The Professional badge gives 2 Aptitude Points in Technology. The Navigator badge reaches the creator and the PDF. Flare's reward lets you pick Performance or Persuasion for +2 on its Skill Checks, as a 24 Hour chip.
- A sheet crash is gone. It hit a level 10 Slipstream Wraith using Edge-Lord with Outrunner active.
Your account and your data
- You can delete your account yourself. The Security page has a Delete Account card, in the app and on einsolsrazor.com. It locks your account at once, and within 30 days we delete it, with everything you made and every file you uploaded. Purchase records are kept for tax and payment purposes.
- Deleting an account is tidy for everyone else. Its Syndicates are handed on, its trades are settled, and its open looms, Fusion Circles and Breakthroughs are called off with everyone refunded. Its username stays reserved.
- Shared campaigns keep their pictures. A picture a co-GM uploads for a shared campaign is stored as the campaign owner's.
- Deleting a character with an item in transit tells you which item and where to cancel it.
- Logging out ends your sign-in at the server, at every one of our sites it reached. A page left open stops looking signed in.
- "Remember Me" is clearer. Left unticked, a sign-in lasts until you close the browser, in every tab. The website and the app now mean the same thing by it.
- Sign-up needs a date of birth, and everyone who makes an account is 13 or over.
- News goes only to people who agreed to it, and every admin message says whether it is a service message or news.
- Session Zero. A GM's delete removes a survey and every answer to it. The invite and the guest screen say what is kept, and answers keep no IP address.
- Store orders are marked shipped or failed only when Printful itself says so.
Locking the doors
- Signing in, password and verification emails, and sign-in links can only be tried so often.
- Joining a Syndicate takes its share code, and anyone who is not a member sees only what the join page shows.
- Only a Syndicate's members and its tables' spectators hear its live room.
- Every table action checks what your seat may do first, and only seats that may act get a live microphone.
- Other people's email addresses and a Syndicate's private messages stay out of what the app sends to players.
- A player's images are deleted only for that player.
- A live connection can only be opened from one of our own sites.
- The website moved to a newer release of the framework it is built on.