After logging into the application, the Character selection screen is displayed.
This shows all characters the you have created in your account.
Upon initial login this can be blank as shown here.
To create a new character for use with RPGSmith click the “NEW CHARACTER” Tile.
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. This section will list any Rule Sets that are present on this account (in a white background), followed by a list of available Core Rule Sets (in a Gray background). If a Core Rule is selected the Rule Set is automatically added to your account and the character created. A “Rule Sets” link is also provided below this section to quickly access the Rule Sets screen.
Image (optional) – Select an image to associate with this character. Utilizes the Image Selector Interface.
After the desired information is input click the save button to create this character.
By clicking the ellipsis on a Character tile (when viewed from a computer) additional options to manage this specific character are presented.
This menu provides links to various global areas and screens within RPGSmith.
This screen allows you to manage any images you’ve imported or uploaded to your account.
This screen assists in adjustments to your configurable account settings.
This screen provides information and links to various aspects of the RPGSmith application.
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:
To add or create a new Rule Set select this option from “New Rule Set” tile. There are 3 methods to obtain a new Rule Set.
“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” option in the edit screen for the given 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.
By clicking the ellipsis on a Rule Set tile (when viewed from a computer) additional options to manage this specific character are presented.
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.
This interface provides you the ability to update or change many of the Global settings for this Rule Set.
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 maximum number of different Character Stats for a given Rule Set is 200.
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.
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.
Clicking the ellipsis on an individual Character stat provides additional options to:
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.
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.
Within RPGSmith users have the ability to share their created Rule Sets. This includes all Items, Spells, Abilities, Character Stats and their settings within a given Rule Set. The Rule Set Import method allows a user to import and deploy that saved Rule Set.
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 type below for more information.
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” an 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 fields 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:
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:
*NOTE* 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 just items:
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, “Spells” can be “Add”ed or “Created”ed with very similar interface. Spells do have different fields than items:
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:
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.
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.
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.
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.
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.
View the video above for a quick rundown of how Item Templates, Items, Spells, & Abilities function between Rule Sets and Characters in RPGSmith.
Items marked as containers have some great unique features and work well with the Total Weight variable. Read about the special functionality below.
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 duplicate 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.
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 would be “21”.
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.
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.
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
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]))
The Dashboard is the primary and default interface for your Character. Each character has their own dashboard which can be customized to suit the desires of how you want to play a given character.
Characters created from core Rule Sets will have a default dashboard provided, but nothing is stopping you from editing, customizing, or deleting and recreating portions of, or the entire dashboard.
There are a number of actions that can be taken on a given Layout or Page
To perform the 1st 3 bullets simple click/tap on the ellipsis next to the layout or page you would like to take action upon, this will bring up action buttons that allows you to perform the corresponding action.
For reordering simply drag and release the entry in the menu to the position you would like it to reside. For mobile users up and down action buttons exist to perform this task.
By accessing the properties for a given Layout you can select the default layout for a given Device Type.
If you have these identified, when you launch your character RPGSmith will detect from what device you are accessing your character, and switch to the designated layout for that device type.
If you are editing the ‘Default Layouts’ associated with a given Rule Set you can also set these default there as well. So when any new characters are created within that Rule Set these defaults are applied to the Character.
This way RPGSmith can ensure you’re utilizing the best view for your preferred device.
Tiles are the widgets you place on a page in your dashboard that allow you to display and interact with the elements of your character. All tiles can be chosen, sized, colored, and located to suit your preference. No tiles are mandatory, you have the power to pick and choose what information you care about, and how you want to display and use that information.
There are several different tile types, and surely more to come in future versions of RPGSmith. Check out the current list of types in the sections below.
There are 4 configurable elements common among all tiles regardless of type, with an occasional exception.
From computers (Desktop / Laptops) while in ‘Manage Tiles’ mode clicking upon a specific region of a given tile will allow you to either relocate, resize, edit, or even drag to a trash bin to delete.
From mobile devices the ‘Manage Tiles’ mode interface is adjusted to better function from your touch screen. Instead of attempting to tap on a specific region of a tile you can instead switch to different modes to edit the tiles. Using the button on the bottom left the four modes available are:
While in the desired mode you can tap anywhere on the tile to perform the associated action.
Maybe the most simplistic type of tile, but there is a hidden feature. Easy to create, this tile is used to display a small amount of text. But, you can also insert character stats and other variables to be displayed here. Simply type in the Character Stat/Variable name enclosed in brackets to display the value. EXP: [Inventory Weight]
A very versa’tile’ (<– see what I did there) tile type can be used to keep notes and display almost any type of manually input content.
Powered with a ton of awesome features the rich text editor allows you to create tables, change fonts, embed images and videos, tons of formatting options, and more.
This tile is only available in a square shape as other shapes can be problematic in displaying content stored there.
Pretty straightforward, store images you wish to show in a tile with an image tile. Resize and relocate as much as you want, the aspect ratio will remain true.
When clicked from the dashboard a larger full screen version of the image will display.
Simple, but very very useful. Create a counter to keep track of anything you like; Spell Slots, Arrows remaining, the number of times the GM has tried to screw you over, really whatever you want.
Within the counter tile are a number of configuration parameters.
While these seem like just 1 other tile type they are actually several. Depending on the type of Character stat, these tiles function differently.
*Note* images and videos can not be embedded into this Character Stat, if these are needed it is recommended that you create a Note Tile which does have these features.
Link tiles allow you to create a link to a record’s detail page. The Image of the record will be displayed on the tile and when selected the Record details will launch giving you instant access directly to all the details for a given Spell, Ability or Item with a single click or tap.
To edit the tile you need to do so in Manage Tiles Mode.
Similar in setup and appearance to the Link Tile, the execute tile allows you to quickly run the command associated with a given record. Like the Link tile the Image for the associated record is displayed but instead of launching the record details you are taken to the dice results screen and the command associated with the record is executed.
Execute tiles can only be created for records that have commands associated with them. If you were to remove a command after one of these tile had been created, you will get an error message when you attempt to use this tile.
To edit the tile you need to do so in Manage Tiles Mode.
Create a command directly from a tile. Select an image of your choosing and when you click the tile it will launch the Dice Results screen and execute the input command associated with this tile.
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 here.
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
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.
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.
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.
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.
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.
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.
Any Multiplication operations are resolved next.
Any Division operations are resolved next.
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.
It’s addition, do we need a section to explain this?
#10 Automatic Rounding 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 to the nearest whole number by default. You can of course put in a RU or RD to instead round up or round down the Final Result.
Examples below Assume the max values for each roll (4, 6, 8, etc.) the equation should be processed as follows:
d4 + d6 * d8 – 2d10 kh1 / d12 + (d20 + d100 / 5)
Dice Roll Resolution 4, 6, 8, etc
4 + 6 * 8 – [10 + 10]kh1 / 12 + (20 + 100 / 5)
Cmd Operations (10 + 10)kh1 = 10
4 + 6 * 8 – 10 / 12 + (20 + 100 / 5)
Parentheses 20 + 100 / 5
4 + 6 * 8 – 10 / 12 + (20 + 100 / 5)
Division 100 / 5 = 20
20 + 20
Addition 20 + 20 = 40
Return to Equation
4 + 6 * 8 – 10 / 12 + 40
Multiplication 6 * 8 = 48
4 + 48 – 10 / 12 + 40
4 + 48 – 0.833 + 40
Addition 4 + 48 = 52
52 – 0.833 + 40
Addition -0.833 + 40 = 39.167
52 + 39.167
Addition 52 + 39.166 = 91.167
Automatic Rounding 91.167 = 91
(4d6 / 5 ru) + (4d6 / 5 rd)
Dice Roll Resolution 6
([6+6+6+6]kh3 / 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+6+6]kh2 / 5 rd)
Cmd Operations (6+6+6+6) kh2 = (6+6)
((6+6+6) / 5 ru) + ((6+6) / 5 rd)
Parentheses (6+6+6) = 18
(18 / 5 ru) + ((6+6) / 5 rd)
Parentheses (6+6) = 12
(18 / 5 ru) + (12 / 5 rd)
Parentheses (18 / 5 ru)
(18 / 5 ru)
Division 18 / 5 = 3.6
Round Up 3.6 = 4
Parentheses (12 / 5 rd)
4 + (12 / 5 rd)
Division 12 / 5 = 2.4
Round Down 2.4 = 2
Round Down 2.4 = 2
4 + 2
Addition 4 + 2 = 6
(d20 / d12 / d4) RU
Dice Roll Resolution 20, 12, 4
(20 / 12 / 4) RU
Division 20/12/4 = 0.416
Round Up 0.416 = 1
(d20 / d12 – d4) RU
Dice Roll Resolution 20, 12, 4
(20 / 12 – 4) RU
Division 20/12 = 1.666
(1.666 – 4) RU
Subtraction 1.666 – 4 = -2.334
Round Up -2.334 = -2
4d6 + 5d8 KH3
Dice Roll Resolution 6, 8
(6+6+6+6) + [8+8+8+8+8]KH3
Cmd Operations (8+8+8+8+8) KH3
(6+6+6+6) + (8+8+8)
Parentheses 6+6+6+6 = 24
24 + (8+8+8)
Parentheses 8+8+8 = 24
24 + 24
Addition 24 + 24 = 48
Error: Invalid String
Command Operations (KHx. KLx, DHx, DLx) must follow a dice command; “d4d KL2”, “7d20 DH5”, etc
Stringing multiple dice commands together with the AND function will provide multiple results. Only 4 “AND” uses are allowed in one string, providing a max of 5 different command results at once.
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.
The Dice interface is used primarily to perform virtual dice rolls but also facilitates many other features. Through this interface you can:
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.
At the bottom of the dice screen is the “Last Result” section which display 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.
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 can be added to a command:
Selecting a displayed Character Stat from this screen will injected that variable into the current position of the formula.
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”.
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.
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.
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.
The Custom Dice features is accessible through the General Settings of a Given Rule Set. From here you can create any dice to suit your needs.
After selecting to “Add Dice Type” you can then specify a name which must begin with a letter, following characters can be letters or number but special characters are disallowed.
You also have the option to mark this dice type as numeric or not. Numeric dice types can be used in commands and other mathematical formulas. Numeric dice types can only have numeric values provided in the results. Non-numeric dice types can have text supplied in the results but can not be used with command fields.
In the Results section you can specify the various results of this dice roll.
By selecting the icon you can select from the basic polyhedral images to be associated with this dice type.
Also accessible from the General Settings of a Rule Set is the Dice Tray.
This interface allows you to control what dice are displayed when a character joined to this Rule Set selects the Dice button.
The top section allows you to add and remove the various dice. Supplying the full dice name D<dicename> will add that dice type to the Dice Tray.
A Visual example of how the dice tray will look is shown below in real time.
The “Reset to Default” button would remove any changes made and revert the dice tray back to the standard d4, d6, d8, d10, d12, d20, d100 dice types.
If you’re looking to ace some rolls this is how it’s done. Just add a ! to the end of any dice roll configuration to make them exploding dice. EXP: 4d4!
This only works with numeric dice so if you’ve created some custom non-numeric dice types this won’t function.
Aced dice roll results are displayed with an explosion around the result, a new identical dice type roll is automatically spawned and added to the final result.