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Roll tables

Write a table once, then roll it from its page, a handout, the Console or a fight's loot: rumours, weather, whatever you'd otherwise roll a die for and look up.

  1. 1Add a table (GM)

    On any page, choose Add block and then Roll table. Name it, then pick its dice from Dice: d4, d6, d8, d10, d12, d20, d100, 2d6, 3d6, or Another… for any die from a d2 to a d1000. A page can hold as many tables as you like.

  2. 2Write the rows

    Each row is a line: its range on the left, what comes up in the middle. Choose Row to add one, drag a row by its grip to move it, and use the ✕ to remove it. Ranges are numbered for you and renumbered as rows come and go; type your own (2-3, 21+ for a top row with no upper end) and it stays as you wrote it. Until you pick a die, the die follows the row count: eight rows make a d8.

    A line can link a page with @, carry dice written as 3d6 (they are rolled with the row) and use **bold** and *italics*. The note button under a row adds a longer text that stays folded until it is wanted.

  3. 3Paste a list

    Paste a list into a row, or choose Paste a list, and it fills the rows: a numbered list, plain lines, or ranges you wrote (1-2., 3-4:, 05-10; 00 is 100). A heading above it names the table, and a die at the end of the heading (— d8, (d6), d100) sets the dice.

  4. 4Roll it

    Choose Roll in the table's header. The row that came up is lit, with who rolled it, until the next roll, and the roll goes in the session log for the whole table to see. Any dice written in that row are rolled with it. The ⋯ menu has Roll with a modifier… for a number added to the dice; a total past the last row reads as the last row, or as the top row that has no end.

    The GM can roll any table. Players can roll the tables they can see, which is every table that isn't GM-only. When the GM rolls a GM-only table the first time in a session, the app says Everyone at the table will see what comes up and offers Roll anyway.

  5. 5A table that runs dry

    Tick No repeats in the ⋯ menu and a row that has come up is struck through and skipped by the next roll, until the table says This table has run dry. The footer counts them (3 of 8 found) and Reset puts them all back.

  6. 6In the log

    The log row says who rolled what on which table and what came of it, with the line under it. Press the line to open its note in place; press the table's name to open its page in a new tab. If the line links a page that holds a roll table, Roll it rolls that one; nothing is rolled until you press it.

  7. 7On a handout

    A page put on the table can hold a roll table. There it is only its name, its dice and Roll, never its rows, for everyone; the GM also gets the ⋯ menu, with Roll with a modifier… and Ask a player to roll it…. The roll goes in the session log like any other.

  8. 8Find one in the Console, or stage it (GM)

    Type a table's name, or its page's, in Stage or add anything to the table… and it turns up as a row with its dice and a table, with the page's title under it. Choose Roll to roll it now, or Stage to keep it for later.

    A staged table waits under Staged, for you alone, with a die, its name, its dice and Roll. Rolling it leaves it staged. Right-click its row for Roll, Roll with a modifier…, Ask a player to roll it…, Open the page and Remove from Staged. Players never see a staged table, and nothing appears on the map.

  9. 9Ask a player to roll it (GM)

    On a table's ⋯ menu (on its page, on a handout, in the Console or on its Staged row) choose Ask a player to roll it…, tick one player or several and choose Ask. Roll on the table's name waits in each one's amber box at the top of their session log, once.

    Pressing Roll there rolls the table for them, even when the table is GM-only: they see the line that came up, never the rows. The ask closes when it is rolled. Until then it is listed under Asked already, not yet rolled in the same box, with Withdraw.

  10. 10Loot from a table (GM)

    In a fight's Loot & pages, choose Roll on a table beside Gear and pick a table. It is rolled (the roll is in the log), and what came up is added to the loot, hidden until you show it: a note with its links kept and its dice as rolled (A purse: 11 gp), or coins when the line is only coins (3d6 gp, 2d10 × 10 sp) in a game that has them.

  11. 11A feature that names a table (GM)

    In a homebrew D&D 5e feature, tick names a roll table it rolls on (Wild Magic Surge) and pick the table from the list of this campaign's roll tables. In a Savage Worlds Edge, Power or Arcane Background, pick it under Rolls on. The table is looked for on the entry's own page first, then anywhere in the campaign, by its name.

    At the table, a 5e step that rolls the table (the surge after a spell, Controlled Chaos picking one of two) rolls it for you, and a feature or Savage Worlds Edge, Power or Arcane Background with no step shows a Roll on the sheet that rolls the table in place of dice. The player whose character has it can roll it even when the table is GM-only; they see the line that came up, never the rows. A table the campaign doesn't have yet is said in amber (No roll table called Wild Magic Surge) and the GM can choose Make one: an empty table of that name on the entry's page, opened in a new tab. A player is told the GM hasn't made it yet.