RPGSmith Help

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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.

Character Creation

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.

Items of Note

  • The Character name must be unique to this account. No other Character can share the same name within this RPGSmith 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 character’s 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.
  • My Images – Launches an interface that allows you to manage images on your 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.

My Images

This screen allows you to manage any images you’ve imported or uploaded to your account. 

  • View Images – By hovering over an image and selecting the “View Image” option at the bottom you can view the full size of the image you’ve uploaded (computer only feature).
  • Delete Existing Images – You can select one or more images then press the delete selected button to remove these from your account.
  • Upload Multiple – If you would like to upload multiple images to your account you can select the Upload Images button and do so through here.
  • Quota Space Meter – At the bottom left of this screen you can see how much space is left on your account for uploads.

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). Password requirements are at least 8 characters long, must contain at least 1 letter and 1 non letter.
  • 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.
  • Delete my Account– Allows you to delete your account, you won’t need this.

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.
  • Merchandise – Links to our merchandise page on the website. 

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 “New Rule Set” tile. There are 3 methods to obtain a new Rule Set.

  • ADD RULE SET – Built into RPGSmith are 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 – For those that want to create their own game from scratch, 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 supply a Rule Set Share Code for a current shared rule set from another account. When a valid share code is input the import process starts and soon you’ll have a copy of the source rule set on this account.

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” 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. 

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
  • Default Layouts

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.
  • Dice
    • Default Dice – Provide a default dice roll for use with this Rule Set. Utilizes the Dice Command interface.
    • Custom Dice – Launches the interface that allows you to create a custom die (or dice) to use in this rule set.
    • Dice Tray – Launches the interface that allow you to adjust what dice show up in the Dice Tray for Characters in this Rule Set.
  • 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 Metric Label – Provide a label to append to weight fields used in this Rule Set. eg. Pounds, lbs., Stones, tons, Kilograms, Grams
  • Distance Metric Label – Provide a label to append to Distance fields used in this Rule Set. eg. Feet, Miles, Kilometers, Meters, Yards
  • Volume Metric Label – Provide a label to append to Volume fields used in this Rule Set. eg. cubic inches, cubic meters, gallons, quarts
  • Rule Set Features – Allows you to hide or show different record types within this Rule Set. Playing a game that doesn’t use Spells, deselect Spells and that navigation will be removed for both the Rule Set and and Characters joined to this Rule Set. *Note* this does not delete any existing records from the Rule Set, just hides the navigation to those interfaces.
  • Sharing – Allows you to share this Rule Set with other users. When selected the Share Code can be given to any other RPGSmith users and pasted into the “Import Rule Set” interface to get a copy of this Rule Set as it is at the time of copy. The “Share rule set” link will allow you to input an email address and send anyone an email with this Rule Set Share Code. Only when the “Allow Other to copy this Rule Set” box is checked can a copy of this Rule Set be performed. If attempted while the box is unchecked the user will receive an message stating they can not copy at this time.

*NOTE* Only Rule Sets you have Created or Imported can be shared. Core Rule Sets that have been added cannot be shared with others.

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 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 12 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. 
    • Set a default value for this character stat in the advanced section.
  • Rich Text
    • Input an extensive amount of Rich Text with our awesome editor. The same rich text editor interface used elsewhere allows for just about any type of text formatting you could want.
    • Like the text field you can set a default value for this in the advanced section.
  • 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 multiple.
    • You can also choose to reuse choices from another choice stat and avoid having to re-input those for each choice field.
    • Advanced features allow you to associate a numeric value with this choice field and even use this in commands and dice rolls.
  • Toggle
    • Quickly switch between different states. Common states include a CheckBox, Yes/No state, & On/Off state. You can really customize the interface and supply custom phrases or use images. From the dashboard you can simply click to change the state.
  • Link
    • Creates the ability to assign a record associated with the character to a character stat. Like creating slots to assign items once in the character interface. The records would need to be associated with the character before the link character stat can have them assigned.
  • Condition
    • List up to 10 different condition states based upon a numeric comparison (greater than, less than, equal to, etc.) with a numeric character stat.
    • Numeric Character stat values can be compared against static numbers or even against other numeric character stats.
    • The conditions checks occur in sequence starting at the top, meaning if a value is met by more than 1 condition, the condition listed first is used to set the state and the rest are ignored.
  • Number
    • Provide a Numeric Field (Can be used with Calculations and Commands)
    • Advanced options allow you to establish a minimum, a maximum, and a default value for this stat.
  • Combo
    • A Combination of the Text & Number stat types. This 1 Character Stat provides fields for both.
    • Like Number 
  • 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. 
    • To use this character stat in a formula you need to specify the current or max value to be used.
      • [StatName(Current)] or [StatName(c)] can be used to obtain the value of the ‘current’ field.
      • [StatName(Max)] or [StatName(m)] can be used to obtain the value of the ‘maximum’ field.
  • Value & Sub-Value
    • Provide 2 Numeric Fields associated with each other. 
    • To use this character stat in a formula you need to specify the value or sub-value to be used.
      • [StatName(Value)] or [StatName(v)] can be used to obtain the ‘Value’ field.
      • [StatName(SubValue)] or [StatName(s)] can be used to obtain the ‘Sub-Value’ field.
  • 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.

*All numeric character stats can be used in Command, Condition, and Calculation fields.

Advanced Options on Numeric Character Stats

  • With numeric stats you have the option to set a minimum, a maximum, and a default numeric value for this character stat.
    • Default values define the initial value for new characters created in this Rule Set. 
    • Minimum and Maximum Values prevent the character from setting values above or below these thresholds.
  • You can also select whether to have this stat show up in the “Add Mod” interface shown in the dice screens via the checkbox in this advanced section.

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
*Character Stats can not be renamed. This is due to potential issues if other calculation formulas are created with a given character stat name used, this could break that connection.

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.
  • Type – Select your preferred type of Character Stat.
  • Description – Area which allows you to provide a description of this Character Stat.
  • Advanced – Many Character Stat Types have an advanced section that allows you to supply default values and other parameters (Min/Max values).

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
  • Combo
  • Current & Max
  • Value & Sub-Value
  • Calculation
  • Command
  • Choice (optional)


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

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:

  • Name – Stores a Name
  • Image – Stores an Image
  • Stats – Stores rich text data
  • Description – Stores rich text data
  • Command – Stores a command string, add multiple if you like.
  • 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 size capacity of this container
  • Max Weight Capacity – Containers only, track the maximum weight capacity this container can carry
  • Container Weight Reduction – Containers only, Specify type (if any) of weight reduction
  • Percent Reduced – Used for containers with “Percent of Contents” weight reduction selected. Numeric field to determine the percentage of weight reduction that occurs for items placed within.
  • Total Weight with Contents – Used for containers with “Maximum Weight of” weight reduction selected. 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 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 don’t currently 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. 

*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:

  • 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, items can also be flagged as being “Contained in” another container on this character, this field displays that information. Items that are “Contained In” another item are shown with a ‘bag’ icon from the grid/list view as well as the item details screen. 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 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:

  • 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 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 will in the future allow 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. This is a future feature not yet implemented, but we’ve designed the structure to support this.

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.


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.

View the video above for a quick rundown of how Item Templates, Items, Spells, & Abilities function between Rule Sets and Characters in RPGSmith.

Containers and Total Weight

Items marked as containers have some great unique features and work well with the Total Weight variable. Read 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 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.


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 would 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]))

Record Screens

Both at the Rule Set and Character level the Records Screen all share a consistent layout and interface with many features designed to help you get the information you’re after.

A single click/tap on a given record from this view will launch the Record Details Screen.

A click/press and hold will instantly 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 best suited for your preference.

Sort & Filter

Next to the Grid buttons are the Sort and Filter options. These only show up for records viewed from a character and the options differ from record type to record type. Listed below are the Sort & Filter types currently available for each record type.


  • Uncontained (Filter)- Shows all items not currently contained in another item.
  • Alphabetical (Sort) – Shows all items associated with this character sorted by Name Alphabetically
  • Equipped (Sort) – Shows all items associated with this character with items marked as ‘equipped’ listed first.
  • Visible (Filter) – Shows all items flagged as ‘Visible’.


  • Enabled (Sort) – Shows all abilities associated with this character with abilities marked as ‘enabled’ listed first.
  • Alphabetical (Sort) – Shows all abilities associated with this character sorted by Name Alphabetically
  • Level (Sort) – Lists all abilities associated with this character sorted decreasing by level.


  • Readied (Sort) – Shows all spells associated with this character with spells marked as ‘readied’ listed first.
  • Alphabetical (Sort) – Shows all spells associated with this character sorted by Name Alphabetically
  • Level (Sort) – Lists all spells associated with this character sorted decreasing by level.

Record Scope 

While browsing records from your character you can instantly switch to view all records on the Rule Set for which your character has been created. To do so simply click/tap on the Rule Set tile shown in the top next to your character tile. The background will switch to a manila color to indicate you are no longer looking at your character records, but are browsing the rule set contents.

Simply select your character tile to switch back to view only records associated with your character.


Searches from these records screen can be performed as well. Next to the Character and Rule Set Tiles is a search field. Simply type in the phrase for which you’d like to perform a search and the results are shown as seen here. Searches can be performed for either the character or the rule set.

Selecting the ‘Advanced’ link under the search field allows you to select which record fields you would like to search for the keyword/phrase input. This allows you to only search names, or descriptions to scope in only on the records for which you’re interested. For example, if you would like a list of all 3rd level cleric spells, type ‘Cleric 3rd’ in the search field, and under advanced deselect all fields to search except for ‘Class’ & ‘Level’.




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.

Layouts & Pages

Simply put these are functions that allow you to group your tiles into different screens as you see fit.
A Page is simply  a screen where you store any number of Tiles you would like. You can create 1 huge page where you can vertically scroll to see all the tiles you’ve created. Or you can create several pages with tiles displayed upon each. Pages help you group, separate, and generally make as many aesthetic interfaces you choose.
A Common use case for pages would be to create a page with tiles used when performing a certain task, or in a certain environment. In D&D perhaps your character is exploring a forest, handy tiles such as commands associated with Nature & Tracking Skill or perception checks may be useful. Perhaps you have spells to speak with animals you could create a link to on the page, and many of your other common Character Stat tiles for reference. 
Perhaps you have a page geared toward combat with links or execution tiles for common  attacks, spells, or abilities. As well as hit points, etc.
A Layout is just a grouping of 1 or more pages. This allows another layer of separation or grouping of your design. 
A common use for layouts would be if you use RPGSmith from different devices, perhaps you have a group of pages (layout) designed to look great on your phone, and another for your tablet, and yet another on your computer.
Perhaps you created a layout to hold notes of various places your character has visited and people spoken with. The possibilities are only limited by your imagination. 


There are a number of actions that can be taken on a given Layout or Page

  • Edit – This just allows you to change the name of the Layout/Page
  • Duplicate – This copies the item, for layouts this will also copy all pages and tiles in this Layout. For Pages this creates a copy of this page in the same layout.
  • Delete – for Layouts this deletes the layout and all pages within. For Pages this just deletes the page and tiles in that page.
  • Reorder – Allows you to change the order in the menu, and for pages the tab order for those.

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.

Default Layouts

By accessing the properties for a given Layout you can select the default layout for a given Device Type.

  • Computer / Laptop
  • Tablet
  • Phone

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.

Common Controls

There are 4 configurable elements common among all tiles regardless of type, with an occasional exception.

  • Size – From the Manage Tile mode you can drag either of the bottom corners of the tile to resize and adjust the shape as desired.
  • Location – From the Manage Tile mode you can drag the tile around and relocate to a spot of your choosing. The tile will always move to the top most position available for its size.
  • Color – 12 predefined color combinations have been created and provided within the application. If none of those meet your desires go into the custom color section and you can specify different colors for up to 4 different facets of the tile: Title Area Background color, Title Text Font Color, Body Area Background Color, Body Font Color
  • Shape – With most tile types you can select where the tile is displayed as a square, a circle, or a square with rounded corners on the page.

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:

  • Deletion
  • Resize
  • Relocate
  • Edit

While in the desired mode you can tap anywhere on the tile to perform the associated action. 

Text Tiles

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]


Note Tiles

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, add images, tons of formatting options, and more.

This tile is only available in a square & rounded shape as other shapes can be problematic in displaying content stored there.

Image Tiles

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.

Counter Tiles

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.

  • Title – Title of the Counter, leave this blank and no title section will be shown on the tile.
  • Default Value – This is what the value is set to when you press the “Reset to” button in the update interface.
  • Minimum / Maximum – Set the minimum and maximum values for this counter. When updating the counter these will prevent you from going past or below these thresholds. 
  • Step – When pressing “+” or “-” to update the value in the interface, this is by how much the value is altered.
  • Current Value – This is the current value of the counter.

Character Stat Tiles

While these seem like just 1 other tile type they are actually several. Depending on the type of Character stat, these tiles function differently.

 Character Stat Types

  • Text – Display the current text value and when launched from the dashboard see more text and quickly update the value.
  • Rich Text – Similar to the text, Displays the rich text with a white background. When launched see even more content and update the content with the rich text editor.

*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.

  • Number – Quickly see the value and when launched you can also change the value or quickly roll the default dice of the rule set against this number.
  • Current & Max – See and when launched change the numeric values for either the current or max. You can also easily reset the current value to match the max value. 
  • Choice – Visibly see the text value of this choice, or even update quickly.
  • Value & Sub-Value – See both values of these 2 numbers. Launch the interface to quickly execute a roll with either number and the default dice value.
  • Toggle –Visibly see the state of the toggle, a single click/tap from the dashboard will change the state on the fly.
  • Combo –Shows a the number / text value set for this stat on the tile. A click will display the interface to allow updates to these values.
  • Calculation – See the results of the calculation formula with this tile. Launching the interface lets you see the formula, but no changes can be made here as this is a Rule Set level setting and any updates would need to be made at the Rule Set.
  • Command – See the image or default image with this tile. Clicking it will launch the Dice results screen and execute the configured dice roll. To update this tile you would first need to go into Manage Tile and edit it from there.
  • Link – Functions like the Link Tiles, displays the image associated with a record on this Character. Interfacing with this through the dashboard will take you to the record details.
  • Condition – Displays the current state given the criteria defined.

Link Tiles

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.

Execute Tiles

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.

Command Tiles

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.



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:
(<Dice Roll> FE <comparison> <Compared Value> <+ or 1> <Number>)


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


#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


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


Automatic Rounding 91.167 = 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


Parentheses (12 / 5 rd)

4 + (12 / 5 rd)

Division 12 / 5 = 2.4

(2.4 rd)

Round Down 2.4 = 2


Round Down 2.4 = 2

4 + 2

Addition 4 + 2 = 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


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


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


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

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.

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

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.

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

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.

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.

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.

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

Dice Types (Number, Phrase, or Image)

With custom dice you can also choose to have the results displayed as a number, a phrase, or even an image. Even if you elect to use a phrase or image you can still provide an associated numeric result a specific results so you can continue to use these in commands and other formulas.

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.

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.

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.

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. 

Deck of Cards

Need to pull a card out of a standard deck? We’ve got you covered. 2 new 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.

Campaigns (GM Features)

Campaign Interface

The campaign interface allows you as the GM to control all aspects of your game. From this interface you can quickly see and control the player characters joined to this campaign as well as access many other campaign wide features. 

Player Invitations

To invite other players to join your campaign simply select the “Send User Invite” tile from the Characters Section.

By default a GM account includes the ability to invite up to 5 players to join a given campaign. If all 5 player slots are taken the Send Uaer Invite tile is replaced with a “+1 Player Slot” tile which can be used to purchase additional player slots.

After selecting the “Send User Invite” Tile an interface launches which prompt you to input the desired players RPGSmith Account Name or their email address. An email is generated and sent to the email address (or the email address associated with the user account) to notify the potential player of an invite to join the GM’s campaign.

After the invite is sent, a tile will be creating reserving this player slot in the campaign. Prior to the player accepting the invitation the GM can select this player slot and rescind or cancel the invitation.

Once the player logs into their account they will see an envelope icon at the top of their interface. For potential players that have not yet created an account the invitation will remain in place until an account matching the email address used is created an logged in. If an RPGSmith account is created using a different email address than the one sent to by the GM, the GM would need to cancel the invitation and resend it to the email address associated with the Players RPGSmith account, or the players RPGSmith Account name.

Once selecting the envelope the player is presented with the option to Accept, Decline, or postpone answering the invitation. 

If declined the GM is notified and the player slot associated with this invite is freed up.

If postponed, nothing occurs and the envelope icon remains in place until the Player Accepts/Declines, or the GM rescinds the invite.

If the Player accepts they are required to create a character to be associated with this campaign. 

Player Controls

In the player controls section the GM can toggle off and on various record and character access rights to players in this campaign.

Record Creation

From here the GM can turn on/off the ability for players in the campaign to create Item, Spells, and Abilities independently. 

Record Additions

In this section the GM can also allow or disallow the players from being able to add items, spells, and abilities to their character. This would still allow them to pick up loot and have the GM give items to the players. But would prevent the players from going into their inventory for example and adding a bunch of items from the item templates established with this campaign.

Pause Game

Pausing the game prevents any changes to the characters in this campaign by the players. This allows the GM to ensure no changes occur to a character from one session to the next if they so desire.


Loot are items that exist in the campaign, but are not possessed by a character. The campaign could have thousands of Item Templates, but only items (typically created from item templates) can be possessed by a character. Loot is a great way for the GM to drop treasure which any character in the campaign then has the ability to take to add to their inventory.

Loot can also be “Given” by the GM and inserted into a character in this campaign, which is then added to their inventory.

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.


Handouts allow the GM to upload documents or images to be shared in a central location for this campaign. All handouts can be accessed and downloaded by the players.

The Players can only browse and download content stored here and do not have the ability to make changes, or upload content.

The GM has the access to upload, delete, and even create any number of root folders they like to better categorize content. Nested folders can not be created currently so they only exist at the root of the handouts area.

Campaign Dashboard

The Campaign Dashboard is a shared dashboard very similar to the dashboards associated with Characters. Unlike the character dashboards the Campaign Dashboard is used by the GM and is not associated with a specific character.

The GM can use the Campaign dashboard to keep notes, store images, create counters, and anything else the GM can think of to help run a game.

A built-in Layout Named “Shared” exists in the Campaign Dashboard as well. This Layout can not be deleted and is viewable by all Characters joined to this campaign. The GM can store information to be shared with the players in the form of notes, images, even command tiles other characters can access to execute rolls. 


The chat interface is used to send messages to the entire “Everyone” group, or it can also be used to send private messages in a one on one fashion. Chat messages sent to the everyone group are retained.

Public Dice rolls also are sent to this everyone group to be seen by the GM and players. By clicking on the ellipsis in the dice result chat you can expand the result to see how that total was obtained.

Several sizing options are available. Full Screen, Quarter Screen, minimized, and the default box are available via the sizing options located at the top right of the various chat windows.

On the Participants list is a speaker icon which mutes and unmutes an audible ding each time a message is received.