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.