Let the dice land
A good roll deserves a moment. You should be able to see what happened, take it in, and decide what comes next.
The latest Sacrament RPG Table update brings the dice back over the scene, alongside fixes to loot, returning to a game and the small messages that help you run a session. These changes are live now.
Dice, front and centre
Tumbling dice and a clear success or failure message appear over the scene again. On a successful attack, the result stays until you roll damage. It no longer disappears because a timer has run out.
Press Roll damage on the result, or use the usual roll controls. Damage goes to the target chosen for that attack automatically. Looking at another card does not redirect the hit, and another person's roll will not dismiss your pending result.
Misses and checks that do not lead to damage have Continue. Where a failed attack allows Push, that decision stays in Play. If you prefer reduced motion, the result remains readable without tumbling dice.
Activity keeps the record afterward, including the appropriate Undo controls.

The hit lands. Roll damage when you are ready.
Loot that keeps its promises
Armour that grants an extra Heart now keeps that benefit when the GM puts it on the table and then gives it to a hero. Existing wounds are preserved.
The sling range labels and the Black Candle's detection range now agree with their descriptions. The loot designer also gives clearer feedback: an invalid Horror cost or an incomplete grimoire explains the problem inside the window where you are editing.
Sheets, prepared actions and the Current Loot Tables now explain which effects the VTT handles and which need a person. A successful roll does not automatically apply every effect in an item's description. Dazed, Ward's temporary Defence bonus, weapon blessings and their durations still need the GM. Quantities marked track manually are not automatic counters.
Coming back to the table
Reloading should bring you back to the action that belongs to your current scene. An unfinished attack from an earlier scene no longer returns as your next damage roll, and a player's pending attack no longer appears as an unselected GM action.
We also tightened recovery after an interrupted connection: queued actions now wait for a fresh check of what was saved before continuing.
What would help your next session?
The focus is still on making the existing game easier to run. The broader rules and balance questions remain separate from these fixes, and existing saved custom loot has not been rewritten. Older armour copies that already lost their extra Heart may need replacing with the corrected catalogue item.
Open the table, try the update, and tell us what helped or got in your way. For a bug, the most useful details are what you tried, what you expected and what happened instead. Please keep private GM links and access keys out of reports.