RPGSmith Help

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Table of Contents

Character

After logging into the application, the users are presented with the Character selection screen. This shows all characters the user has created in their account. Upon initial login this can be blank.

Character Creation

To create a new character for use with RPGSmith click the “+ NEW CHARACTER” button.

The following screen that launches allows you to create a character with a minimum amount of information.

Name (required) – Input the name of your character. This must be a unique value. No other characters can have the same name regardless of the Rule Set with which they are associated.

Description (optional) – input notes about this character if so desired. Only used on this screen and not elsewhere.

Rule Set (Required) – Select the Rule Set for which this character will be assigned. This determines what game this character is created to play. If the desired Rule Set has not been created or added to this account for this character a “Rule Sets” link is provided here to take you to the interface to build one.

Image (optional) – Select an image to associate with this character. Utilizes the Image Selector Interface.

After the desired information is input click the create button to create this character.

Items of Note

  • Before a character can be created, at least 1 Rule Set must exist on this account. A least 1 Rule Set is pre-created with a new account but should those be manually removed you will see an error when attempting to create a character.
  • The Character name must be unique to this account. No other Character can share the same name within this RPGSmtih account. Regardless of Rule Set.

Once a Character is created the Rule Set can not be changed. The character would need to be deleted and recreated under the desired Rule Set.

Character Management Options

By clicking the ellipsis on a Character tile (when viewed from a computer) additional options to manage this specific character are presented.

  • Edit – This option launches a similar interface as the new Character (Titled “Edit Character”). The only difference is that once created the characters Rule Set cannot be changed.
  • Copy – Creates a copy of the character and brings up the “Edit Character” interface. A different name must be provided.
  • Delete – After a yes/no confirmation message is displayed and confirmed by the user the character is deleted.
  • X – Hides these buttons.

Stack Menu

This menu provides links to various global areas and screens within RPGSmith.

 Characters – Takes you to the Character Selection Screen. The number denotes the number of Characters created in this account

  • Rule Sets – Takes you to the Rule Sets The number denotes the number of Rule Sets that exist in this account.
  • Account Settings – Takes you to the Account Settings Interface
  • About / Help – Takes you to the About / Help Interface
  • Logout – Logs you out of your RPGSmith account and returns you to the logon page.

Account Settings

This screen assists in adjustments to your configurable account settings.

  • Username – This is your RPGSmith Account Username. You can use this to change your username If desired. The name would need to be available and a check is performed.
  • Email Address – Change email address. Allows the user to change the email address associated with this account.
  • Change Password– Launches an interface to change their password. (requires current password to complete).
  • Show Dice Roll Animation– This checkbox determines if the dice roll animation is shown when a dice roll is performed, or if the animation is skipped and the results screen instantly displayed.
  • Image (optional) – Select an image to associate with this Account. Utilizes the Image Selector Interface.
  • Account Created – Date of when your account was created.
  • Account Type – Type of user account this is.

Items of Note

  • Unique Usernames are enforced across all RPGSmith accounts. Be careful when changing your username as if you desire to adjust your name back to a prior name it may be taken by someone else and become unavailable.
  • To change your email address an email is sent to your new address for validation.

Help / About

This screen provides information and links to various aspects of the RPGSmith application.

  • Version & Updated information – Provides code release version and last date the code was updated information.
  • Help – Launches a Browser Tab/Window to RPGSmith.com/help. Launches this interface.
  • Videos – Launches a Browser Tab/Window to RPGSmith.com/videos. Web page that Displays videos we’ve released to date.
  • Terms of Service – Displays the Terms of Service for the RPGSmith application. In case you like reading this stuff.
  • Privacy Policy – Displays the Privacy Policy for the RPGSmith application. We don’t sell your information, in case you wanted the short version.
  • News – Launches a Browser Tab/Window to RPGSmith.com/news. Web page that Displays the latest announcements and news from RPGSmith.
  • Donate – Provides a link to give us money. Some may say it’s greedy, but we got families to feed too. Every little bit helps. 😊

Rule Sets

Characters created in RPGSmith must be assigned to a Rule Set. Rule Sets define what game you will play with a given character.

From a Rule Set level you can you can dictate and define many aspects of a Game:

  • What Character Stats exist
  • What Item Templates are available to be quickly added to a character
  • What Spells can be used
  • What Abilities can be used
  • Common Metric Labels for this Game
  • And more.

New Rule Set

To add or create a new Rule Set select this option from the top right. There are 3 methods to obtain a new Rule Set.

  • ADD RULE SET – Built into RPGSmith will be a number of pre-created Rule Sets called “Core Rule Sets”. These are Rule Sets that the RPGSmith Administration team has created that are already setup to play some of the more popular RPG Tabletop games. After clicking “Add Rule Set” you are then presented with a number of Games to deploy as a new Rule Set in this account. See Core Rule Sets below for more information.
  • CREATE RULE SET – This launches the General Settings screen which allows you to provide the global settings for this Rule Set.
  • IMPORT RULE SET – This brings up an interface that allows you to browse to a previously exported RPGSmith Rule Set and import that into your account. Please see the details around Export Rule Set for more information.

Core Rule Sets

“Core Rule Sets” or “Core Content” is content created & managed by the RPGSmith administration team. All Rule Sets that show up when you select “ADD RULE SET” are examples of Core Content. After core content has been deployed (ADDed) to your account, you have the ability to change/update any of the character stats or records (Items, Spells, Abilities) associated with this Rule Set to suit your preference.

Records modified from their original “Core Rule Set” configuration can be “Reset” to the original state by selecting the “Reset to Original Version” option in the edit screen for the record. Once the reset button has been selected and confirmed, any changes you’ve made previously are deleted and not saved as the record is reverted back to the record as it exists from the Admin supplied content. 

Rule Set Management

By clicking the ellipsis on a Rule Set tile (when viewed from a computer) additional options to manage this specific character are presented.

  • Edit– Quickly takes the user to the “General Settings” screen for this Rule Set. Also accessed by clicking the tile itself and selecting “General Settings”
  • Duplicate – Creates a copy of this Rule Set and brings up the “General Settings” screen of the new copy of the rule set. All of the General Settings are copied by default expect for the name, this needs to be a different unique value from other Rule Sets.
  • Delete– Deletes this Rule Set from your Account after a confirmation is provided. This also deletes any Characters associated with this Rule Set.

Just clicking/tapping on a Rule Set image or name launches a menu which allows you to access the various aspects of this Rule Set.

  • General Settings
  • Character Stats
  • Item Templates
  • Spells
  • Abilities

Rule Set General Settings

This interface provides you the ability to update or change many of the Global settings for this Rule Set.

  • Name – Provide / Change the name of this Rule Set.
  • Description – Provide a description for this Rule Set.
  • Image – Select an image to associate with this Rule Set. Utilizes the Image Selector Interface.
  • Default Dice – Provide a default dice roll for use with this Rule Set. Utilizes the Dice Command interface.
  • Currency Label – Provide a label to append to value and currency fields used in this Rule Set. eg. Dollars, Gold Pieces, GP, Bucks, Pence
  • Weight Label – Provide a label to append to weight fields used in this Rule Set. eg. Pounds, lbs., Stones, tons, Kilograms, Grams
  • Distance Label – Provide a label to append to Distance fields used in this Rule Set. eg. Feet, Miles, Kilometers, Meters, Yards
  • Volume Label – Provide a label to append to Volume fields used in this Rule Set. eg. cubic inches, cubic meters, gallons, quarts

Character Stats

Character Stats at a Rule Set level are where you define what statistics characters associated with this Rule Set will have. This is not where you set the values for individual characters but rather what Stats will be tracked and the type of stat. A Rule Set does not require any Character Stats, and the number of different Character Stats is currently 100.

When a Character is created and associated with this Rule Set all Character Stat Values would be set from the “Manage Character Stats” screen in that character.

There are 10 different types of Characters Stats to choose from when you create a new one.

  • Text – Simple Text field which allows up to 256 characters of text for this field.
  • Choice – Define a list of possible options for this type. You can also decide to allow the character to only select 1 of the choices or enable multi-select to allow the character to select more than one.
  • On/Off – Toggle an On / Off State
  • Yes/No – Toggle a Yes/No State
  • Number – Provide a Numeric Field (Can be used with Calculations and Commands)
  • Value & Sub-Value – Provide 2 Numeric Fields associated with each other. (Can be used with Calculations and Commands)
  • Current & Max Value – Provide 2 Numeric Fields associated with each other. When used in a Character Stat Tile the Current Value can be easily reset to the Max Value. (Can be used with Calculations and Commands)
  • Calculation – Define a calculation formula at the Rule Set level which will return a static numeric value. See the Formula Section in Dice for examples and capabilities of the formula.
  • Command –Define a command string at the Character level which would could execute a dice roll.

Reorder Functionality. From the Character Stats screen in the Rule Set you can change the order of the various Character Stats. This is the order used when viewing Character Stats here, or in the Manage Character Stats interface at the Character Level.

 

Manage Character Stat Options

Clicking the ellipsis on an individual Character stat provides additional options to:

  • Edit – Launched the New/Edit Character Stat Screen (Next Section)
  • Copy – Creates a copy Character Stat, launches the “New Character Stat Screen” with the name blank
  • Delete – Deletes this Character Stat

New/Edit Character Stat Screen

When creating a new or editing an existing Character Stat this screen allows you to adjust the configuration.

Each Character Stat has at least these 3 fields when created.

  • Name – This field is used as the name of the Character Stat in all other screens.
  • Description – Area which allows you to provide a description of this Character Stat.
  • Type – Select your preferred type of Character Stat.

Numeric Character Stat Types

Some Character Stat types are structured to only allow numeric values to be stored. These fields can be used when building calculation or command strings as well.

  • Number
  • Current & Max
  • Value & Sub-Value

Within RPGSmith users have the ability to export and save a copy a given Rule Set. This includes all Items, Spells, Abilities, Character Stats, Characters and their settings within a given Rule Set. This Import method allows a user to import and deploy that saved Rule Set.

Records

Records are comprised of 4 different types. Item Templates, Items, Spells, & Abilities. All 4 types share some similarities in how they behave, the type of information they store and how they are managed.

There are 2 levels where a record can exist depending on the type: at a Rule Set Level, or at a Character Level.

See the descriptions of each below for more information about each.

Item Templates

Item Templates are created and maintained at a Rule Set Level only. Item Templates are used as templates from which “Items” can be created and added to given character in the same Rule Set.

EXP: Let’s say you created an “Arrow” Item Template for your “D&D” Rule Set. When you go into your character and select to “Add” and item a list of all the item templates associated with the Rule Set this character is joined is displayed, from here you can select the “Arrow” Item Template you created previously and select “Add”. From this template an “Arrow” Item is created and associated with your character.

A large number of metadata for an Item Template can be provided, there are over 20 fields of data which can be stored and copied to Added items. Those fields are:

  • Name – Stores a Name
  • Image – Stores an Image
  • Stats – Stores rich text data
  • Visible Description – Stores rich text data
  • Command – Stores a command string
  • Rarity – Categorize how rare this item is
  • Value – Numeric Field for tracking worth
  • Weight – Numeric Field for tracking weight
  • Volume – Numeric Field for tracking size
  • Consumable – Consumable indicator flag
  • Magical – Magical indicator flag
  • Container – Container indicator flag
  • Max Volume Capacity – Containers only, track the maximum capacity of this container
  • Max Weight Capacity – Containers only, track the maximum weight this container can carry
  • Container Weight Reduction – Containers only, Specify type (if any) of weight reduction
  • Percent Reduced – Containers with “Percent of Contents” weight reduction, numeric field to determine the percentage of weight reduction that occurs for items placed within.
  • Total Weight with Contents – Containers with “Maximum Weight of” weight reduction, numeric field to determine the total weight of this and all items placed within.
  • Tags – Specify any terms or phrases to associate with this item. Can be used for search results later.
  • Associated Spell(s) – Allows this item to be associated with other spells in this Rule Set
  • Associated Ability(ies) – Allows this item to be associated with other abilities in this Rule Set

Items

Items exist only at a character level. From within a character the inventory screen displays all of their associated items. There are 2 methods to add an item to a character:

  • Add Item – This displays a searchable list of item templates created in the Rule Set associated with this character. From here you can select as many items to add to your character as you like. 1 instance will be created at a time, if you wish to add another item of this type you could repeat the process.
  • Create Item – This allows you to create a new item on the fly that doesn’t exist in the Rule Set. You would need to supply a name and any other optional information you like to create this item. When you initially create the item an Item Template will also be created and associated with the Rule Set.

Changes or updates made to items do not affect the Item Template from when the item was deployed. For instance if you “Add” a Long Sword from the Long Sword item template in the rule set, then edit the item to change it’s stats, description, or other fields, no updates will be made to the Item Template.

All fields of information noted in the Item Template section exist at the Item level also. In addition to these there are a couple of additional fields associated to items:

  • Quantity – With the quantity field you can specify how many of this object you have. For example instead of creating an entry for each “Arrow” in your inventory you can instead specify 1 Arrow item and increase the quantity to 20 or your desired amount
  • Total weight – this is not an adjustable field but a calculation of the weight for this item times the quantity. So if you have 20 arrows each weighing .2 lbs the “Total Weight” would be 4 lbs.
  • Contained in – Items can be marked as containers, other items can be flagged as being “Contained in” another container on this character, this fields displays that information. See the Containers and Total Weight section for more info about this feature.
  • Contains – If this item is configured as a container, this section will show all the other items it contains. Again, see the Containers and Total Weight section for more info about this feature.

Spells

Spells exist only at a Rule Set Level. When Spells are created, whether from a Character or Rule Set interface, they are created at the Rule Set Level. Like Items from a Character’s “Spells” screen a spell can be “Add”ed or “Created”ed with very similar interface. Spells do have different fields than items:

  • Name – Stores a Name
  • Image – Stores an Image
  • School – Specify any terms or phrases to associate with this item. Can be used for search results later.
  • Level(s) – Specify any terms or phrases to associate with this item. Can be used for search results later.
  • Tag(s) – Specify any terms or phrases to associate with this item. Can be used for search results later.
  • Command – Stores a command string
  • Somatic – Flag to indicate if this spell requires a Somantic component
  • Verbal – Flag to indicate if this spell requires a Verbal component
  • Material – Flag to indicate if this spell requires material components
  • Material Components – Rich text field to specify what components are needed for this spell
  • Description – Stores rich text data
  • Stats – Stores rich text data
  • Casting Time – Plain text field to store the amount of time needed to cast this spell
  • Hit Effect – Plain text field to store the effect when this spell hits
  • Miss Effect – Plain text field to store the effect when this spell misses
  • Effect Description – Plain text field to store the description of how the spells looks, or the results from the spell.

Abilities

Abilities are very similar to Spells. They exist only at a Rule Set Level. When Abilities are created they are also always created at a Rule Set Level. The fields available for abilities are:

  • Name – Stores a Name.
  • Image – Stores an Image.
  • Level(s) – Specify any terms or phrases to associate with this item. Can be used for search results later.
  • Tag(s) – Specify any terms or phrases to associate with this item. Can be used for search results later.
  • Max Number of Uses – Numeric field to track the maximum number of uses allowed for this ability.
  • Current Number of Uses – Numeric field to track the current number of uses allowed for this ability.
  • Command – Stores a command string.
  • Description – Stores rich text data.
  • Stats – Stores rich text data.

Number of Uses

Unlike other ability fields the “Maximum Number of Uses” and “Current Number of Uses” can be changed from character to character. The number set a the rule set level acts as the default number that is created when an ability is associated with a given character. All other fields are stored at a Rule Set level.

Record Tiles

RPGSmith allows the use of Tiles, like those leveraged in the character Dashboard, to be stored on the various record types (Item Templates, Items, Spells, & Abilities). Depending upon where the tiles are created will determine where they will show up.

Item Templates

Tiles created on an item template will be copied down to the items when they are added to a character. If a character has an item added to it from an item template, future tile additions and adjustments made at the item template level will not affect the item previously created from it.

Items

Like any other changes, Tiles created an associated with an item do not affect the item template. This is important as if you drop (delete) an item from a character any updates made to the item (including tiles) since it was added from the item template would be lost.

Spells & Abilities

Tiles created on these records are character specific & are stored at a Rule Set Level. Meaning if you were to create tiles on a Spell/Ability, then remove and add back that spell/ability those tiles would still be present.

Containers and Total Weight

Items marked as containers have some great unique features and work well with the Total Weight variable. Ream about the special functionality below.

 

Quantity lock for Containers

When an item is added or created for a given character, if the item is flagged as a “Container” the quantity of that container item is set to “1” and the field disabled. If you would like an 2nd identical container use the duplicate item button from the inventory screen to create it

*NOTE* If you duplicates an item which has other items marked to be “Contained in” it, those “Contained” items are not duplicated, just the container, the new container would have no associated “contained” items initially.

 

Item Total Weight for Containers

The “Total Weight” field for Items marked as containers not only includes the weight of this item, but also the sum of other items this contains.

EXAMPLE: If a backpack with a weight of 1 and (2) swords each weighing 10 pounds are contained in the backpack the total weight should be “21”.

 

InventoryWeight Variable

A special built-in variable exists in the form of [INVENTORYWEIGHT]. This variable displays the total amount of weight a character has in their inventory. This can be used in command and calculations as well if desired.

 

Container Weight Reductions

Items in a given character’s inventory may have special sub-properties where they have been designated to have some type of Weight Reduction. Either “Maximum Weight Of” or “Percent of Contents”. If a container has been identified with either of these options this may affect the calculation for “Total Weight” of this item and even the “[InventoryWeight]” variable for this Character.

 

Maximum Weight Of

If a container has a “Maximum Weight Of” designation then any items that have been marked to be “Contained In” in this container, may only have their weight counted if the combined weight is less than the value provided in the “Total Weight with Contents” field. If the combined weight of the “Contained In” items is more than the “Total Weight with Contents” field then the Max value provided is used.

EXP: Say a character has a backpack item with a weight of “1” that has been configured as a container with “Maximum Weight Of” Selected, and a “Total Weight with Contents” value of 15.  If the user has (2) swords each weighing “5” marked as being contained in this backpack then the “Total Weight” of the backpack and the contents would be 11 (1 for the backpack and 10 for the (2) swords).      1 + 10 < 15

If we change the weight of the swords to 10, then the weight would be calculated as 15 (as the total of 1 for the backpack and 20  for the 2 swords is greater than the set max of 15.)     1 + (20) > 15

 

Percent of Contents

If a container has a “Percent of Contents” designation then any items that have been marked to be “Contained In” in this container will have their weight value reduced by the percent provided in the ”Percent Reduced” field.

EXP: Say that a “1” weight backpack has been configured with “Percent of Contents” and the “Percent Reduced is set to “25”. The total weight of the backpack and the (2) swords weighting 10 each would be “16”. 1 + (20 – (20 * .25))

[Container Weight] + ([Contained Items Total Weight] – ([Contained Items Total Weight] * [Percent Reduced]))

Dashboard

Dice

Commands

Commands are saved dice roll configurations that are used to execute various elements in your RPG. Standard math functions are available and standard math rules apply with some additional allowances for Gaming.

Order of Operations

When interpreting a command string RPGSmith will observe the standard order of operations for math equations with some app specific functions mixed in. The order in which RPGSmith will resolve the various parts and ultimately the entire equation is as follows.

See the quick reference list to the right.

Order of Operations

  1. Dice Roll
  2. Command Operations (KHx. KLx, DHx, DLx)
  3. Variable Resolution
  4. Parentheses
    1. Resolve operations 3 – 8 within the parentheses before continuing
  5. Multiplication
  6. Division
  7. Round Up/Down (RD, RU)
  8. Addition
  9. Subtraction
  10. Automatic Round Down of final result

#1 Dice Roll

With almost all Table-Top RPGs the need to roll dice arises. The dice features of RPGSmith will accommodate all of your dice rolling needs and make playing your game much smoother by providing simple to understand and use command functions and modifications.

The most basic is the simple dice roll. If you input the command 1d20 then the application selects 1 random number between 1 and 20. If you do not provide a number before the “d” then a 1 is assumed.

EXP: 1d20 performs the same function as d20

If you input the command 2d20 then the application selects 2 random numbers between 1 and 20. As a result both individual numbers and the combined total are displayed.

EXP: 5 + 17 = 22  (if the random numbers were 5 & 17)

RPGSmith can support rolling up to 99 dice at one time. e.g. 99d20

Multiple Dice rolls – You can also add rolls from different dice together.

EXP: 1d20 + 5d6. This would simply select 1 random number from 1 to 20 & 5 random numbers from 1 to 6. Then display those individually and added together. If you rolled 19, 4, 4, 1, 2, 1 the result should be displayed as. 19 + 4 + 4 + 1 + 2 + 1 = 31

Dice Rolls with Static Modifier – You can also perform basic math functions to these rolls using static numbers.

EXP: 1d20 + 8. This would select a random number from 1 to 20 and add 8 to it. 13 + 8 = 21

EXP: 2d20 + 5d6 – 7. Result: 13 + 8 + 6 + 5 + 4 + 3 + 2 – 7 = 34

 

 

#2 Command Operations (KHx. KLx, DHx, DLx)

There are additional operators/functions that can be used in conjunction with the dice rolls.

Keep Highest (KHx) is a command function that can be used directly following a dice roll command to Keep the highest “x” number of results. 6d6 KH3 would roll 6 dice, take the 3 highest results and ignore the 3 lowest.

  • “4d6 KH3 = 6 + 5 + 4 + 3” = 15
  • “5d20 KH2 + 2d10 + 5” = 17 + 20 + 11 + 15 + 13 + 9 + 8 + 5 = 59

Keep Lowest (KLx) is a command function that can be used directly following a dice roll command to Keep the lowest “x” number of results. 6d6 KL3 would roll 6 dice, take the 3 lowest results and ignore the 3 highest.

  • “4d6 KL3 = 6 + 5 + 4 + 3” = 12
  • “5d20 KL2 + 2d10 + 5” = 17 + 20 + 11 + 15 + 13 + 9 + 8 + 5 = 46

Drop Lowest (DLx) performs the same functionally as KHx, except you are identifying which results to drop. 6d6 DL3 would roll 6 dice, and remove the 3 lowest results, leaving the 3 highest in the calculation.

  • “4d6 DL3” = 6 + 5 + 4 + 3 = 6
  • “5d20 DL2 + 2d10 + 5” = 17 + 20 + 11 + 15 + 13 + 9 + 8 + 5 = 74

Drop Highest (DLx) performs the same functionally as KLx, except you are identifying which results to drop. 6d6 DH3 would roll 6 dice, and remove the 3 highest results, leaving the 3 lowest in the calculation.

  • “4d6 DH3”  = 6 + 5 + 4 + 3 = 3
  • “5d20 DH2 + 2d10 + 5” = 17 + 20 + 11 + 15 + 13 + 9 + 8 + 5 = 61

 

#3 Variable Resolution

You can also add the value of a Character Stat field to a roll (for Character Stat values that are numeric). These Character Stat types include Number, Value & Sub-Value, Current & Max. This allows you to build and save commands strings that will automatically update as your character grows in power, no need to go back and update all of your previously created command strings. Just update your character stat to the new value and you’re set.

EXP: 1d20 + [STR].

This would select a random number between 1 and 20 then add the characters “Str” Character Stat value. For Value & Sub-Value and Max & Current Character Stats types the ability to select the sub-value or current value instead of the Value or Max (by default) also exists.

  • d20 + Str(Value) or     d20 + Str(v)
  • d20 + Str(SubValue) or     d20 + Str(s)
  • d20 + [HP(Current)] or     d20 + HP(c)
  • d20 + [HP(Max)] or     d20 + HP(m)
 
#4 Parentheses

Like any mathematical equation utilizing Parentheses in your command will give priority to completing the calculations in that portion 1st. EXP: 5 + 6 * 3 = 23  but (5 + 6) * 3 = 33

The same is true for commands. When a command string is built the calculations inside the parentheses are completed 1st Including the remaining steps in the Order of Operations (Items 4 – 9) listed above.

 

 

#5 Multiplication

Any Multiplication operations are resolved next.

 

 

#6 Division

Any Division operations are resolved next.

 

 

#7 Round Up/Down (RD, RU)

After a division operation is performed the result could be a fraction of a number. 5 / 2 for instance. The resulting “2.5” value is used throughout the rest of the command to perform the remaining calculations until the end result. If you wish to “Round Up” Or “Round Down” the result of any division commands you may inject either a RD or RU after such an operation.

  • “1d20 / 2 RD” = 9 / 2 RD = 4
  • “d20 / 2 RU” = 9 / 2 RU = 5
  • “1d20 / 3 RD” = 17 / 3 RD = 5
  • “d20 / 3 RU” = 17 / 3 RU = 6
 
#8 Addition

It’s addition, do we need a section to explain this?

 

 

#9 Subtraction

Ditto

 

 

#10 Automatic Round down of final result

RPGSmith does not show non whole numbers as a result. If the final result is a fraction or has a decimal value the number is Rounded Down by default. You can of course put in a RU to instead round up the Final Result.

Command String Examples

Examples below Assume the max values for each roll (4, 6, 8, etc.) the equation should be processed as follows:

 

EXP #1 d4 + d6 * d8 – 2d10 kh1 / d12 + (d20 + d100 / 5)

d4 + d6 * d8 – 2d10 kh1 / d12 + (d20 + d100 / 5)

Input String

4 + 6 * 8[10 + 10]kh1 / 12 + (20 + 100 / 5)

Dice Roll Resolution 4, 6, 8, etc

4 + 6 * 8 – 10 / 12 + (20 + 100 / 5)

Cmd Operations (10 + 10)kh1 = 10

4 + 6 * 8 – 10 / 12 + (20 + 100 / 5)

Parentheses 20 + 100 / 5

20 + 20

Division 100 / 5 = 20

40

Addition 20 + 20 = 40

4 + 6 * 8 – 10 / 12 + 40

Return to Equation

4 + 48 – 10 / 12 + 40

Multiplication 6 * 8 = 48

4 + 48 – 0.833 + 40

Division 10/12=0.833

52 – 0.833 + 40

Addition 4 + 48 = 52

52 – 40.833

Addition 0.833 + 40 = 40.833

11.167

Subtraction 52 – 40.833 = 11.167

11

Automatic Round Down 11.167 = 11

 

EXP #2      (4d6 kh3 / 5 ru) + (4d6 kh2 / 5 rd)

(4d6 / 5 ru) + (4d6 / 5 rd)

Input String

([6+6+6+6]kh3 / 5 ru) + ([6+6+6+6] kh2 / 5 rd)

Dice Roll Resolution 6

((6+6+6) / 5 ru) + ([6+6+6+6]kh2 / 5 rd)

Cmd Operations (6+6+6+6) kh3 = (6+6+6)

((6+6+6) / 5 ru) + ((6+6) / 5 rd)

Cmd Operations (6+6+6+6) kh2 = (6+6)

(18 / 5 ru) + ((6+6) / 5 rd)

Parentheses (6+6+6) = 18

(18 / 5 ru) + (12 / 5 rd)

Parentheses (6+6) = 12

(18 / 5 ru) + (12 / 5 rd)

Parentheses (18 / 5 ru)

(3.6 ru)

Division 18 / 5 = 3.6

(4)

Round Up 3.6 = 4

4 + (12 / 5 rd)

Parentheses (12 / 5 rd)

(2.4 rd)

Division 12 / 5 = 2.4

(2)

Round Down 2.4 = 2

4 + 2

Return Value

6      

Addition 4 + 2 = 6

 

EXP #3 d20 / d12 / d4 RU

(d20 / d12 / d4) RU

Input String

(20 / 12 / 4) RU

Dice Roll Resolution 20, 12, 4

(0.416) RU

Division 20/12/4 = 0.416

1

Round Up 0.416 = 1

 

EXP #4 (d20 / d12 – d4) RU

(d20 / d12 – d4) RU

Input String

(20 / 124) RU

Dice Roll Resolution 20, 12, 4

(1.666 – 4) RU

Division 20/12 = 1.666

-2.334 RU

Subtraction 1.666 – 4 = -2.334

-2

Round Up -2.334 = -2

 

EXP #5 4d6 + 5d8 KH3

4d6 + 5d8 KH3

Input String

(6+6+6+6) + [8+8+8+8+8]KH3

Dice Roll Resolution 6, 8

(6+6+6+6) + (8+8+8)

Cmd Operations (8+8+8+8+8) KH3 = (8+8+8)

24 + (8+8+8)

Parentheses 6+6+6+6 = 24

24 + 24

Parentheses 8+8+8 = 24

48

Addition 24 + 24 = 48

                                                                            

EXP #6 (4d6 + 5d8) KH3

Error: Invalid String

Command Operations (KHx. KLx, DHx, DLx) must follow a dice command; “d4d KL2”, “7d20 DH5”, etc

The “AND” command

Stringing multiple dice commands together with the AND command will provide multiple results. Only 4 “AND” uses are allowed in one string, providing a max of 5 different command results at once.

  • “d20 + (Str) AND 2d6 + (Str)”
    • 13 + 4 = 17
    • 5 + 4 + 4 = 13
  • “9d12 AND 5d6 + 5”
    • 3 + 6 + 8 + 2 + 3 + 6 + 8 + 2 + 5 = 43
    • 3 + 6 + 3 + 2 + 5 + 5 = 24

On the Dice Results interface the last command input is displayed by default. Just click on a different result to load that on into the interface.

Dice Interface

The Dice interface is used primarily to perform virtual dice rolls but also facilitates many other features. Through this interface you can:

  • Easily add dice to command strings through an intuitive GUI
  • Type in more complex command strings
  • View the results of a previous roll
  • Copy results and command strings to the clipboard
  • Save frequently used commands to easy load and execution

 

Clicking a displayed die (individual dice) will add that die to the command field.

EXP: If the user were to click the D4 icon 3 times and the D6 icon once a command string of “3d4 + d6” will be built and displayed on the fly in the Command field.

You could also manually type in or paste a command into the command field. When a string is input, the individual dice icons will update with the interpreted number of each die based upon the command string provided.

Clicking the Recycle button would clear the command string and deselect any previously selected dice.

ROLL Button

Clicking the “ROLL” button would execute the current command and take you to 1 of 2 screens.

  1. If you have “Show Dice Roll Animation” enabled on the Account Settings Screen, you are taken to the animation of the dice rolling.
  2. If the “Show Dice Roll Animation” is deselected on the Account Settings Screen you are taken to the Dice Results Screen.

 

Last Result

At the bottom of the dice screen is the “Last Result” section which displayed the results of the most recent dice roll performed.

Selecting the “Show Details” button would launch the Dice Results Screen (detailed below) with the results of this most recent dice roll.

ADD MOD Button

When the “Add Mod” button is selected an interface will pop up that allows you to select any of the numeric Character Stats associated with this character.

These list all character stats that of the following types:

  • Numeric
  • Value & Sub-value
  • Current & Max
  • Calculation

Selecting a displayed Character Stat from this screen will injected that variable into the current position of the formula.

SAVE Button

To create a new Saved Command a “SAVE” button below the dice interface exists.

If a command string was populated on the dice window that string is brought over here and can be further manipulated or just saved as is. A name must be provided to save this command.

Saved Commands

Located at the top of this screen are “Saved Commands”. These are command strings the you have elected to save here for quick reference.

When single clicking/tapping on an existing saved command the stored command string is loaded into the “Command” string field and the dice interface is populated. It can then be further manipulated if desired.

If the Saved Command button were clicked/tapped again (or double clicked/tapped) a “ROLL” would execute with that saved command.

Only 3 commands are shown by default. The order with which these are displayed will be the last one used shown 1st and so on.

Clicking/tapping the “Show more” label would expand this section to show all “Saved Commands”.

Edit Saved Command

To edit an existing Saved Command a long press or click/tap & hold (for 2 seconds) on an existing Saved Command would bring up the edit Saved Command popup screen.

The saved command can be edited or deleted from here.

Dice Results Interface

This Dice Results Screen is shown after a roll has been performed.

If you have the “Show Dice Roll Animation” disabled (unchecked) in your account settings screen, after selecting Roll from the Dice Interface you will be taken directly to this screen to see the results.

The “Command” field displays the command performed and allows you to copy the command to the clipboard.

The Results of the roll are shown in an expanded tile section that displays each individual die result in their own tile.

The numeric results string of the calculation used to reach the result is displayed under the tiles. There is a button to copy this string to the clipboard also if desired.

The “SHOW DICE” button takes you back to the initial Dice Interface screen with the command still present in the command field and these results shown in the “Last Result” Section.

The “ROLL AGAIN” button would execute this roll again.

Individual Dice Reroll

From the Dice results screen you can reroll dice individually if you so choose.

Just double click on any dice result to have it reroll, the new result will be incorporated in the results on the fly.