On this page I want to try and document the features of the tracker, that may not always be as intuitive as I wish them to be because of the tiny displays of those smartphones.
You can call up the menu in the main screen of the app (the list with values). Here’s a short description of the options you have in the menu:
- The “Create Character” option creates a new character with a new set of values for tracking. The new character will be selected afterwards.
- The “Delete Character” option deletes the current character (but it asks for confirmation first, to be sure)
- The “Create Value” option creates a new value to track for the currently selected character
- The “Select Character” option calls up a list of characters for you to choose from. The values displayed in the main screen will be those of the selected character.
- The “Visit Homepage” option should bring you to this page.
In the main screen of the app you will normally see a list of values you are tracking for the currently selected character. This list can contain as many values as you want to have. You can scroll up and down with your fingers. You can click on a value to edit the Value. If you ‘long click’ on a value, there’s also a context menu.
Most tracked values will have buttons that you can use to add or substract from the “current” field.
Sorting the List
You can sort the list from the context menu by pushing values up and down the list. Sorry there is no easy drag and drop. This is a very simple method of sorting.
Creating a Character
If you have created any other characters, you can choose one of those from the dropdown list as a template for your new character. If you choose another character as template all the values you are tracking for that character will be created for the new character. The links you created between values will also be copied. This should help create characters faster.
After you created a character it will be selected and the created values will be displayed if you chose a template.
Creating a Value to track
You create a new value by chosing the option “Create Value” from the menu. When creating a new value a new screen opens. On this screen you can configure the value.
To edit an existing value simply “click” on it with your finger in the list, it should open the same screen.
To delete a value long click on it for the context menu in the list view and select the “Delete Value” option.
There are several Types of values you can track, you can choose one from the type dropdown and depending on the type there will be different fields and different behaviour or display in the list view. More documentation of different types follows below.
List of the standard options for tracked values:
- the Label will be displayed prominently in the value list, it can be any text of your chosing
- the Current Value is enabled for all types except “Roll it” and here you can enter the current value of your stat. This is the field that will change when you press the plus and minus buttons in the list view. This field will also be changed if you perform the “Rest” action.
- the Maximum Value is enabled for the type “Standard” only. This is the maximum of your stat and will not change unless you edit this field. A value can be higher than the maximum but not through “Rest”, you’ll need to edit the field directly or use the plus button.
- the Formula is enabled for all types. You can enter a formula (see documentation for this below) that will be executed either on “Rest” (select this from the context menu in The List) or on the button “Roll” for “Roll it” types.
- the Positive flag signifies that a value can never become negative.
- you can add Links from one value to another. A link will cause the value linked to to change a certain amount when the value linked from changes. I use this to track the negative modifiers my characters have when they are wounded. I will give more in depth examples below.
There are a few different types of values so far. They behave and look differently.
The first type implemented and therefore the ‘standard’ type of value to track is a variable stat that I use to track my characters’ hitpoints. It has a current and a maximum field. It also has a formula. This is useful for automatic regeneration of values. The formula will be explained in more detail below. For this type of value I use it to track how much the stat will change when the character rests. Examples: Hitpoints.
The currency implementation is very basic. It has a current value of course, this is used to display different coin sizes as determined by the currency factor. There are three coin sizes it displays now: gold, silver and copper. The factor determines how many copper coins are one silver and how many silver are one gold. The current value is the number of coppers your character owns. Confused yet? (Play any MMO …).
If you need more accurate currency display, you could use several values instead of one. I plan to introduce buttons that will handle adding all the coin types (gold, silver and copper).
You can use the formula on this field to reflect any regular income of your character.
This type is basically the same as standard, except that it has no maximum value. This is mostly useful because the display in The List is different. I use this to track experience points or wounds.
This type is a bit different from the others, as it does not track a persistent value. Rather it helps you perform a roll with dice. You can enter a formula and press roll any time in the list view to perform this check. The original current field is used to store a modifier to the roll, the modifier will simply be added to the result of the formula. The modifier can be changed by editing, by pressing plus or minus or by linking to the value.
If you link from this value only changes from the modifier will be propagated to linked values. I don’t think this could be useful. Maybe this will be disabled in future versions.
Examples for uses for this type of value: I use it to roll damage. My formula is 1D6+4. Sometimes I have a modifier of 2 that will be added flat.
Rest is disabled for this type of value.
What does a link do?
When you create a link from one value to another, you also add a modifier. Example:
- Value A links to Value B with a modifier of -2
- If value A is modified by +1, value B is modified by -2 automatically
- If value A is modified by -1, value B is modified by +2.
- This is a bi-directional link (I plan on introducing UP and DOWN links respectively that are only triggered if value A is either increased or decreased)
What happens if you create a chain?
A chain is when multiple values are linked in such a way that if you modify one value, all the ones down the link chain will also be changed. Example:
- Value A links to Value B with mod -2
- Value B links to Value C with mod -2
- If Value A changes by +1 B changes by -2 and C changes by +4
Looks rather complicated right? It should be more simple in praxis. By the way: you can chain a maximum of 5 values.
What other restrictions apply?
- You cannot link a value to itself, for that matter you cannot create cycles. This would crash the app if you could do it and I did my best to prevent this 😉
- Currently you cannot create two links with the same origin and target (this might change if I introduce relative thresholds)
A regeneration formula calculates the amount of a given tracked value that your character regenerates during a rest period. So far the formula can only be entered as a string. It can also be empty. A formula consists of three types of elements
- constants: -10 or +5. A constant is simply added or subtracted
- die rolls: D6 or +2D10 or -1D8. A die roll is calculated by rolling the die – as specified by the number after the D (so far D1, D4, D6, D8, D10, D12 and D20 are allowed) as often as the first number says (1 is the default that can be omitted)
- checks: D20(15) or 3D10(7). The second example specifies to roll a D10 3 times against a difficulty of 7, each time you roll 7 or below 1 is added to the result.
Example of a complete formula for the regeneration of magical energy for my DSA character Yashima: +10+D20(15). My character Silvana regenerates 1D6+D20(15) hit points every night.
Hinweise für DSA Spieler
Hier mal meine Liste der getrackten Werte und der zugehörigen Links zwischen den Werten um mir den Spielabend möglichst zu vereinfachen:
- Lebenspunkte, Astralpunkte und Ausdauerpunkte als ‘Standard’ mit entsprechenden Regenerationsformeln zB 1w6+W20(15) für LeP oder 1w6+3+W20(13) für AsP.
- AT/PA ebenfalls als Standard oder auch ohne Maximum, keine Regeneration
- Wunden ohne Maximum und ‘Positiv’ mit “W20(15)” als Formel
- jeweils 1 bidirektionales Link von Wunden auf AT/PA mit -2 als Modifikator
- (hoffentlich habe ich bald die Lebenspunkte Schwellen implementiert -> dann kann man auch die LeP auf AT/PA verlinken)
- Schaden als ‘Würfel mal’ Typ mit eurem Waffenschaden als Formel.
- Axxeleratus: je ein bidirektionales Link auf PA und Schaden mit +2, Maximum Wert von 1 😉 Sobald einfache Links implementiert sind, könnt ihr auch noch die Kosten direkt von AsP abziehen.
- Erfahrungspunkte einfach als Wert ohne Maximum
Habt Ihr noch mehr Ideen für DSA?
Do you have any more ideas for the tracker? Most of the new features were inspired by comments left by users! Please tell me what you think. Leave me a comment on the trackers main page. Thanks for downloading the RpgTracker!