Mechanics

Mechanics are common rules that Rollplay can automate for your players. Each one is a Yes / No question, and the page states exactly what answering Yes changes.

  • Yes saves the mechanic and shows its configuration below the question.
  • No turns the mechanic off and clears its configuration.
  • Later moves on without answering. The question stays open until you come back to it.

A mechanic is marked as done once it is answered No, or once its configuration is complete (for example, a currency attribute is assigned).

The preview on the right shows how the answer changes the player's inventory.

Mechanic What it does
Currency Items get a value, character currency is tracked, and characters can pay when obtaining items.
Carry Weight Items get a weight, and the character's carry weight is tracked automatically.
Armor Armor items get a defence field, shown on their cards, and the character's defence is shown in the Equipment screen.
Damage Types Weapons can be assigned a damage type.
Player Actions Adds an action button to the Overview page of the character sheet.

Attribute fields, such as the currency attribute, offer to create the attribute if you type a name that does not exist yet.


Damage Types

Choose the damage types your game uses. Used types are shown first, and the available types are shown dimmed beneath them. Click a type to move it between the two lists.

New games start with Physical and Magic. At least one damage type must stay in use.


Player Actions

Actions are things a player can do straight from the Overview page of their character sheet. Each action applies an Effect to the character when the player uses it.

A game can have up to six actions. Each action has:

  • Name and Icon
  • Requirements (optional): the action is available only while the requirement is met. Leave it empty to make the action always available.
  • Effect: set up the same way as an effect on a Library entry.

Requirements

A requirement is a comparison between two Formulas, using <, <=, >, >= or =.
Join comparisons with & when all of them must be met, or with || when any of them is enough.

{Level} >= 3: available from level 3
{Mana} >= 5 & {Level} >= 2: needs both
{Rage} > 0 || {Stamina} >= 3: needs either

Requirements are checked before saving. Set test values for the referenced attributes to see when the action becomes available.