RPGSmith Help
Dice

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 easily load and execution later from this interface and the Combat Tracker

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 the Dice Results Screen.

Last Result

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.

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 (i.e. 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.

Accessible in the Combat Interface

For Player Characters accessing the Combat Tracker interface, within the combatant’s pane of their character (this is the area on the right that shows more details about a character or monters) there is a commands section displayed. Under here is a listing of all the saved dice commands which provide easy access to execute these from that interface.

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 can be added to a command:

  • Numeric
  • Value & Sub-value
  • Current & Max
  • Calculation
  • Combo
  • Command
  • Condition (optional)

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

Within the Advanced section in the configuration of a given numeric Character Stat (at the Rule Set/Campaign level) there is the option to hide or show this character stat in this “Add Mod” interface. This give you the ability to declutter up this area so you don’t have to scroll through a bunch of stats you may never use in this capacity.

Dice Results Screen

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

The “Selected 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.

When multiple commands are executed at the same time with the use of the ‘AND’ command, each command will display a separate result set. Selecting the different result sets will load the dice results for that set into the tile interface above. You can click through and examine each different command result you like. An additional button is provided in these instances that allow you to only reroll the currently viewed result set, while the other results remain untouched.

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.

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 here.

Order of Operations

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

With the ‘For Each’ function you can instead use thresholds to determine the value of rolls. The purpose of this is to compare the result of each die roll to a number (either static or variable like a numeric character stat) then add or subtract the amount provided if the condition is met. Be sure to encase this function string in (parenthesis).

The structure is:
( FE <+ or 1> )

Where comparison is

  • <  (Less Than)
  • >  (Greater Than)
  • =  (Equals)
  • <=  (Less than or equal to)
  • >=  (Greater than or equal to)
 
For example:
(d6 FE > 3 +1) would be a valid command,
if the d6 rolled resulted in a 4, 5, or 6 the amount displayed and shown in the results would be 1
if the d6 rolled resulted in a 1, 2, or 3 the amount displayed and shown in the results would be 0
 
(4d8 FE >= 5 -1) is another valid command
(4) 8-sided dice are rolled and for each die rolled equal to or above a 5 would be -1 toward the result. if the die resulted in 8, 5, 2, 1 then the result shown would be a -2
 
Multiple FE command can be applied to the same dice roll as well, For example.
(6d6 FE > 5 +2 FE > 3 +1 )
If the 6d6 resulted in 6, 5, 4, 3, 2, & 1 the total would be 5. 2 points would be added for the 6 for the 1st FE (FE > 5 +2) and 3 points would be added for the 2nd FE > 3 +1. Notice that the 6 counts in both sections so the total points awarded for the 6 only is 3
 
There could also be something like this
(6d6 FE > 3 +1 FE < 4 -1 2d6 FE > 2 +1)
If the 1st 6d6 results in 1,2,3,4,5,&6 and the 2d6 results in 2 & 5 the total results would be 1
From the 1st roll 1, 2 & 3 results in -3, while 4, 5, & 6 result in +3 and the 2nd 2d6 roll would result in a +1
If the command is not input correct, for example d6 fe > 4d4 is not a valid command, an error message will be displayed.

#4 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)
 
#5 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.

#6 Multiplication

Any Multiplication operations are resolved next.

#7 Division

Any Division operations are resolved next.

#8 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
#9 Addition

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

#10 Subtraction

Ditto

#11 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.

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)

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

40

Return to Equation

4 + 6 * 8 – 10 / 12 + 40

Multiplication 6 * 8 = 48

4 + 48 – 10 / 12 + 40

Division 10/12=0.833

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

91.167

Automatic Rounding 91.167 = 91

91

Final Result

 

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

(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

(3.6 ru)

Round Up 3.6 = 4

(4)

Parentheses (12 / 5 rd)

4 + (12 / 5 rd)

Division 12 / 5 = 2.4

(2.4 rd)

Round Down 2.4 = 2

(2)

Round Down 2.4 = 2

4 + 2

Addition 4 + 2 = 6

6      

Final Result

 

EXP #3 d20 / d12 / d4 RU

(d20 / d12 / d4) RU

Dice Roll Resolution 20, 12, 4

(20 / 12 / 4) RU

Division 20/12/4 = 0.416

(0.416) RU

Round Up 0.416 = 1

1

Final Result

 

EXP #4 (d20 / d12 – d4) RU

(d20 / d12 – d4) RU

Dice Roll Resolution 20, 12, 4

(20 / 124) RU

Division 20/12 = 1.666

(1.666 – 4) RU

Subtraction 1.666 – 4 = -2.334

-2.334 RU

Round Up -2.334 = -2

-2

Final Result

 

EXP #5 4d6 + 5d8 KH3

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

48

Final Result

EXP #6 (4d6 + 5d8) KH3

Error: Invalid String

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

/pri & /pub switches

When joined to a campaign dice rolls are commonly shared with other participants via the everyone chat, and rolled privately. This is controlled via the public/private switch found in the Dice Interface.

You can also configure a public vs. private roll within the string of the command itself. Simply input a “/pri” or “/pub” at the beginning of your command and that switch will override the configuration set in the Dice Interface. /pub or Public commands will be displayed in the Everyone Chat, while command starting with a /pri, will not be sent to chat.

The "AND" function

Stringing multiple dice commands together with the AND function will provide multiple results. Only 5 “AND” uses are allowed in one string, providing a max of 6 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.

Command Text

Text information can be inserted into commands easily with RPGSmith. Simply input your command as normal and where you want to include text simple enclose in either single (‘text’) or double quotes (“text”).

Text phrases provided before the initial dice or other command funciton will appear before the numeric value in the results, where text input in the command after the command will appear after the numeric value in the result.

  • d20 + [Str] ‘To Hit’ AND “This will Do” 2d6 + [Str] “Points of Slashing Damage”
    • 13 + 4 = 17 ‘To Hit’
    • 5 + 4 + 4 = “This will Do” 13 “Points of Slashing Damage”

Exploding Dice

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. 

Custom Dice

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.

When proceeding to use any dice, they always begin with a ‘d’. For custom dice they would be ‘d’ followed by the name you provided. deven, dcolor, dstarwars, dwhatever

By selecting the icon you can select from the basic polyhedral images to be associated with this dice type.

Dice Types (Number, Text, or Image)

With custom dice you can also choose to have the results displayed as a number, some text, or even an image. 

In the Results section you specify the various results of this dice roll. Again this could be a number, a phrase (limited to 20 characters), or even an image.

For Text & Image dice types you also have the option to mark this dice type as numeric or not. If you enable numeric results on these an additional field next to the image or text shows up which allow you to supply a number in addition to the text/image result. Numeric dice types can be used in commands and other mathematical formulas.

Dice Tray

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.

Built In Dice Types

In addition to instantly rolling any number between 1 and a max value by typing in d<number> there are other types of dice built into RPGSmith as well.

Fate Dice

Built into RPGSmith are fate dice. Not on the Dice tray by default (although you can update and add them rather easily) fate dice can be rolled with the dice command ‘DF’. A more traditional roll would be ‘4df’ to roll 4 of these at once.

Deck of Cards

Need to pull a card out of a standard deck? We’ve got you covered with 2  built in standard dice types.

  •  ‘DOC’ will pull a random card out of a standard deck of 52 cards.
  • ‘DECK’ will pull a random card out of a standard deck of 52 cards plus 2 joker cards.