Records are used throughout RPGSmith to track specific objects or capabilities. Different types of records exist which function differently in some minor ways, but overall share the same interface, and methods to manage. Depending on the type these could be assigned to a character, or to a Campaign / Rule Set.
Types of Records
See the descriptions of each type below for more information.
Both at the Rule Set and Character level the Records Screens all share a consistent layout and interface with many features designed to help you get the information you’re seeking quickly.
A single click/tap on a given record from this view will launch the Record Details Screen.
A click/press and hold for 2 seconds will launch the edit interface for the record.
Grid, List, & Dense Views
At the top of the various records screen you have the ability to switch to a Grid, a List, or a Dense view. These allow you to change the style of how the records are displayed.
Some views allow for more record attributes to be displayed than others, and some allow for more records to be displayed. Toggle through to find the one you preference best.
Sort & Filter
Next to the Grid buttons are the Sort and Filter options. These options differ from record type to record type. Listed below are the Sort & Filter types currently available for each record type.
Monsters (GM Only)
The Hover-Over Card display in RPGSmith allow you to quickly see the common details for a given record. These add a nice feature accessible by those using a computer. When you position your mouse pointer over a specific record (whether it be an item, spell, ability, monster, or any others) and leave it in place for 1 second, a display box will pop-up on screen to give you easy to access information about that record, without the need to click on the record to access and load a different screen.
When displayed, you can scroll up and down the card to see any additional infomraiton that may not fit into the original size of the card.
Like the tile itself, you can single anywhere in the card to access the record details screen, and you can long click (click and hold) to instantly launch the edit interface for this record.
The hover-over card is used in virtuall all places a link or tile of a given record is shown. This could be in any of the record interfaces, any link or executes tiles to a specific record on your desktop, or even in the combat tracker interface.
In all record interfaces is the ability to Delete or Remove records. This grants you the ability to quickly and easily select and permanently delete any unwanted content from your Character or Rule Set / Campaign.
Once deleted these are no longer recoverable and would need to be recreated.
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, monster, or loot 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. After selecting this Item Template you can also select a quantity of this item to be deployed, or accept the default ‘1’ and then 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:
Bundles allow you to create or manage a group item templates together for easy and rapid deployment. Perhaps in your game there is starting set of gear specific to your character’s role, you can create an Item Bundle and when the character is created simply add this one item bundle to their inventory, which would deploy all of the items listed in this bundle.
There are also the abilities to provide quantities to each item added to the bundle. For example, create a bundle with a gun and bullet item templates, you can leave the quanity of the gun to the default ‘1’, but specify the quantity of the bullets to ’20’ or some other number of your choosing.
Items exist only at a character level. From within a character, the inventory screen displays all of their associated items. From the inventory screen, there are 2 methods to add an item to a character:
*NOTE* Changes or updates made to items post creation do not affect the Item Template. 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:
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 one.
*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.
Characters, Monsters, Random Loot, and Loot all now have a separate section to track currency used in your game. Through the ‘General Settings’ of the Campaign/Rule Set up to 10 different custom currency types can be designated with a name, value, & weight all specified.
When accessing the General Settings for a given Rule Set or Campaign, there is a Currency Types section where you can configure the currency used in this Game.
For Games created from scratch this will be empty with the option to add up to 10 different currency types.
The Base Unit is the currency for which all items have their value set against. When providing the value of an item, set the amount to this unit. This allows a consistent denomination for all items in your game and enabled functionality found in shops (future feature) to function correctly.
There are 3 fields for each Currency Type. Name, Value of Base, & Weight
The Name is how this currency type will be referred to in the various screens of the interface.
The Value of Base is this currency types worth compared to the Base Unit. For Example, if you have a Base Unit of a Dollar, and additional currency types of a Quarter, Dime, & Nickel. You would want to set the Quarter’s Value of Base to .25, as it’s worth 1/4 of a dollar, a dime would be set to .1 and nickle would be set to .05. If you added a curerncy type of a 10 dollar bill, that Value would be 10.
The Weight is simply the weight for 1 of these items. For characters, their inventory weight also adds the total calculated weight of all currency associated with that character. If you prefer to avoid applying this weight to characters, simply set the weight for each currency to ‘0’.
The Order for which the currency types are listed is the order used when these are shown elsewhere in the application. Once you have created characters and given our currency in the campaign, it is not advisable to change the order as this may incorrectly affect the amount of currency each character or monster posesses.
In the various Character and Campaign Interfaces the Currency elements have been integrated.
Located across the top of a given Character’s inventory screen will be a listing of the defined currency types, the amount of each type this character currently posesses, and the total weight each of those types contributes to the inventory weight for this character.
To Add currency to a given character, select the ‘Add Items‘ option from the Actions menu located towards the top right. The top section of the Add Items screen will list the different currency types which allow you to input the amount of each currency you would like to add to this character. When the Add button is selected the input values are added to the current amount of currency present on this character.
To Remove currency access the ‘Drop Items‘ interface and input the amount of a given currency type you would like to drop. This amount is subtracted from your character and the remainder is now set as your quantity for that currency type.
Monsters and Loot
Currency can also be configured for Random Loot, Loot Piles, Monster Templates, & Monsters.
With Random Loot and Monster Templates, you can configure these records to have a random amount of a given currency type leveraging dice commands such as ‘d100’, or ‘(d1000 + 250) / 2’, etc. When those templates and deployed at Monsters/Loot, the random configuration is executed and a static amount of a given Currency type is set at that time.
When Spells are created, whether from a Character, Rule Set, or Campaign interface, they are created at the Rule Set / Campaign level. Like Items, “Spells” can be “Add”ed or “Created”ed with very similar interface. Spells do have some different fields than items:
Abilities are very similar to Spells. When Abilities are created they are also always created at a Rule Set / Campaign 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.
Monster Templates function much like Item Templates. They are the templates from which monsters can be deployed or added into your campaign. Having templates allows the GM the ability to deploy several monsters from a template at once right into the game.
Single Number Result Commands
There are several numeric fields assocaited with a monster template that allow for a numeric formula to be supplied. These are referred to as ‘Single Number Result’ commands. This is just a command that can only result in a single number so some command features such as the “AND” function and any text features for commands are disallowed. These fields can be used to randomize a monsters health for example when deployed. Instead of providing a health value of ‘7’ in a given Monster Template Health field you can instead supply ‘2d6’. When a monster is deployed from this template that command is executed to determine this monster instaces unique health value, which could be a value any where from ‘2’ to ’12’.
The fields associated with a Monster Template are:
Monsters are the records deployed from Monster Templates. Like Items, if needed GMs can also create a monster directly on the fly. When that occurs a new Monster Template will also be created for in the event the desire to deploy more of this monster type in the future occurs.
These records are designed to allow a GM or Player to assocaite a temporary effect with their character or monster. There is no reason these can’t be used long term but they are displayed promenently in the Combat Tracker to provide visibility to effects ailing a given combatant.
Buff & Effect Records function much like Spells & Abilities. The exist at the Rule Set / Campaign and can be associated with any and all characters and monsters.
Several fields exist for a Buff & Effect record.
The GM also has the ability to Hide or Show the loot to the characters. Hidden Loot is not seen by the characters and therefor can not be collected by them, but it can be given by the GM to any character.
Like items, a loot item can be added from an item template, or created from scratch on the fly.
Loot Piles are a method to allow the GM to group loot together.
A great use case would be that the group has collected a bunch of treasure which they decide to store in their base. Associting these items with a specific character in the group would impeed the other character’s ability to access those items, and complicate the inventory for that character. By creating a loot pile named “Headquarter’s Stash” the group can collectively drop items and pick up items from that loot pile as they like.
Loot piles are also great for the GM to diffrenciate where treasure is available to be taken from. “Dragon Horde” vs. “Pile of Trash behind the tavern” may provide different levels of interest for the Players.
There are 2 types of Loot Piles
The GM has the ability to mark entire loot piles as as visible which them makes those piles available for the Player Characters to explore and plunder as desired. The GM can also decide to leave them hidden from the Players so they can pre-stage the loot and quickly make available to the players at a later time.
Loot Piles have several fields:
The GM has can add items to loot piles via a number of different methods. From the Loot Pile details screen or when editing the loot pile the GM can access the “Add Loot” screen, which provides 3 categories from which the GM can add loot.
From the Loot interface there is an opion under the Actions menu to Move loot. This provides an interface where existing loot items even those associated within loot piles can be moved into a specified loot pile.
Allies allow the GM to grant control of a monster to a Player in their campaign. There are a bunch of different use cases.
All great cases in which the GM may want to assign 1 or multiple Allies to a Character.
To assign an Ally to a Player character you first need to creatre or deploy the monster you would like to assing.
Once created access the Monster details page, and a button labeled “Assign to Character” will be presented. Select this to get a popup which will allow you as the GM to select the character to assign control of this monster, as an ally.
After assigning the ally to a PC, the details interface is updated to show which character is controlling this monster, and a “Remove Ally’ button is presented to allow the GM to remove control of this monster from the PC.
On the player’s interface they can now access a new navigation area named “Allies”. From This interface matches interfaces of other records, here they are presented with all the allies assigned to them. They can access the ally details, even edit the monster to adjust the stats, commands, and even the name.
On the Combat tracker, when the ally is added to combat, the player has access to see all attributes for that ally regardless of how the GM has configured the combat tracker interface. They player also has instant access to information commands and more in the combatant pane for this ally.
A revolutionary feature of RPGSmith, the randomization engine may be used in several areas to inject more realistic monster and loot into your game automatically.
An example would be if you are fighting 12 ‘Thugs’, would it be more likely for all 12 thugs to have the same weapons, armor, and gear…. or would it make more sense if they were all slightly different? Perhaps some carried knives, and others carried clubs.
There are 2 ‘Modes’ or methods which allow you to configure this on-the-fly randomization element to specific Record Types.
With ‘target’ mode you can configure specific items and the probability those items (and how many) will be associated with a deployed record.
With ‘search’ mode you can configure a search parameters to pull back potential matches and use that to associate items with a given deployed Loot Pile or Monster.
The 1st field allows you to set or randomize the number of items deployed from this search result set.
The 2nd field allows you to specify if you would like ‘All Unique’ items deployed from the result set, or if you ‘Allow Duplicate’ records to be deployed from this set.
The 3rd field is where you supply the search string to use when performing the search.
The 4th field is where you speficy which search fields you would like searched with the value provided in the 3rd field.
Depending upon the number of record in the result set it is possible not enough results exist to provide the amount of records selected in the 1st field. In these cases only the number availble will be returned. In the event no records are found to match the parameters given, no records are returned.