How do you want to play your character? What information is important to you?
In the dashboard you can create tiles to display Character Stats, Notes, Images, Commands, Spells, Abilities, Items, Counters and more content in the way you want.
Playing in multiple games? Switching between characters?Create multiple characters to manage and use with RPGSmith. They can even use the same Rule Set.
Create character attributes at the Rule Set level. Any characters you join to that Rule Set will then be able to populate these common stats with unique values. Choose between different types of stats such as Text, Rich Text, Number, Value & Sub-Value, Current & Maximum, Choice, On/Off, Yes/No, Calculated, & Command.
No RPG tabletop tool would be complete without a dice roller, and we've got a nice one in store.
Create complex (or simple) dice rolls quickly and easily. You can even save them for even faster rolling later.
Create Item Templates, Spells and Abilities at the Rule Set level. Deploy Items to your character and quickly drill down to see all the details in a streamlined interface. You can also just get the important information from the list/grid views for multiple records, such as your inventory screen.
A new character stat type to allow logical if/then statements to set a status for a character.
Weight > 5 x [STR] = Encumbered
Surely one dashboard won't do. Create multiple pages of tiles and swipe through them with ease. Group sets of pages into different Layouts. Perhaps create one layout for your mobile and another for your desktop. The decision is yours.
What game do you play? Doesn't matter, because with RPGSmith you can select between several precreated Rule Sets and be playing in seconds! Or invent your own game and let RPGSmith help you build out your character stats, Items, Spells, and whatever else you need.
Several Character Stat types are numeric, meaning they can only contain values that are numbers. (Number, Value & Sub-Value, Current & Maximum) These numeric stats can be a part of a calculation to set another character stat numeric value. For example, create a Strength Modifier calculated stat with the formula "[Str] - 10 / 2 RD". When you update your "Str" Character Stat this value will update automatically.
Dice Commands can be leveraged throughout the application. Build them as a tile, associate them with a specific character stat type, even records like items and spells have command fields. This make it so quick and easy to cast that spell, as the command is already created for you.
We've taken the time to add some nice features. In a Character's inventory you can place items carried into other items flagged as containers. Perhaps that container has a weight reduction feature such as a Bag of Holding? RPGSmith will do the calculation on the fly and your character's "Inventory Weight" will be updated accordingly.
The main page and hub for the GM to see overall information and options with regards to running a given campaign. See high level information and access all the various components of the campaign from this screen.
Ever forget the bonus on that next roll? Or that one stat is temporarily increased? With the Buffs / Effects interface the GM can associate icons with various states, or conditions. Then the player can choose to display these on their dashboard as a tile. See at a glance all that is affecting a character
What kind of game wouldn’t be complete without something to fight? Create Monster templates and use the randomization engine to provide instructions which can be used to deploy as many unique monsters as you like at once.
GMs can build and track NPCs like other record types. Pull them back up in a hurry to see and keep track of all sorts of information. Use the standard fields or create tiles of custom information to store with the NPC.
This allows the GM will define a base unit of currency, then create additional types of currency by specifying its value compared to the base unit. Players can then track the various types of currency on their Character interface. How else are they going to buy stuff from shops? Oooo, did I mention Shops?...
The GM can create shops complete with inventory and even the amount of currency on hand. Players can then interact with or without the GM’s direct involvement. Using the randomization engine the GM can configure shop templates they later deploy on the fly, random shop inventory can be spontaneously created based upon the template instructions. It’s a lot easier than it sounds, I swear.
With so many different elements from Shops, to NPCs, to Monsters and so on, how can the GM group those together for quick access to all of the components they’ve created for a specific city, or dungeon? Create a Set!
GMs can create, or import, various tables for quick use during their game. Even combine multiple lists to create new tables, like a random name generator that gets a random first name and last name separately then combines for a more diverse unique result.
Use this interface to get quick information about the party or quickly launch into an inspection or trade interface. The GM can configure what character stats are shown so they can control the level of immersion from realistic, to gamified.
GMs can create collections of treasure called loot. Use RPGSmith’s randomization engine and create loot templates to create unique loot piles on the fly. Just provide some base instructions as to what could be in the loot (2d6 Gold Pieces, 20% chance includes longsword, etc.) and then make it available to the group (or just certain party members) to collect and distribute through their interface.
Track initiative (group or individual), easily reorder, update monster/player stats, perform attacks, search and inject new combatants on the fly, even create and assign different factions to the monsters to keep track of whose on whose side. This interface will turn chaos into order and allows the tracking of massive battles with ease.
Wanna check out the baddies or even the other players on your team, the inspection interface can facilitate. The GM configures what character's stats are shared through this interface and players can see what is “visible” on other players. Features like this provide a level of automated immersion that was never possible before.