RogueGenerator 1.0 PR 3

Yo Yo Dyne Technologies
by Scott Metzger

This file describes how to use RogueGenerator 1.0 PR(Preview)3.  Version 1.0. PR 3 is an alpha version Please take note that many of the references and data in the data files are copyrighted by Wizards of the Coast.

File->Save Character - Saves the currently displayed Character.  Think cross because Jesus saves. Note: It is possible to have multiple Characters with the same name.

File->Edit Character - Display a dialog box for choosing characters to delete, view, edit, and save in HTML format.  Think of your list of characters as a library and you are going to check out one of the 'books' (characters).

File->New Character - This will Create a New Character.  It is not needed to push this button when the program initially starts.  Note if you are already editing a character this will NOT clear the Race, any Classes or Level, nor the Ability Scores.  You can just use these as starting points for your new Character.

Configure->House Rules - Customize the rules for your game.  Think of a castle as a medieval house.

Configure->Dice Rolling - Customize the probabilities that RogueGenerator uses.

Validate Character - This button will highlight all fields that the program thinks are invalid.  A field becomes invalid if you manually edit a field that the second field depends on.  For instance, if you change the Level then the XP, HP, and XP Worth will be invalid.  If you manually edit an entry RogueGenerator will assume that you know what you are doing and will not mark those fields as invalid.  For instance suppose I changed the Level and Hit Points of a Character then only XP and XP Worth would be invalid.  Think check mark, because you are checking for invalid entries.

Fix Invalid - This will correct all fields which are currently invalid.  There is no need to first push the Validate Character button.  Think tools because your going to fix the invalid entries.

File->Export HTML - It will save your character in HTML format.  Please note I did not steal this idea from the Core Rules 2 CD-ROM.  I in fact suggested it to TSR when it was in development.  If your character has a spell book with spells it will produce two files.  One will be the regulare character sheet and the second will be named <yourname>_spellbook.htm.  This second file contains detailed spell informaiton about the spells in your spell book.  Note: if you plan on posting the character to the web I suggest using all lower case and using the underscore ( _ ) instead of blank spaces.

Weapons Tab.

Wizard Spells Tab.

Roll Up - Randomly determine Ability Scores, Race, and Class(es).  This takes awhile because it is also calculating all allowed alternate Races and alternate Classes.

Roll Character Abilities - Randomly determine Level(s), XP(s), Hit Points, Alignment, and Weapon Proficiencies.  Also fill determine XP Worth and XP Per HP.  FYI Level is determined first and then XP randomly determined somewhere in-between the lowest XP for this Level and Class and the highest XP for this Level and Class.

Roll Character Spells - Randomly determine what spells are in a Wizard's(or Illusionist's) spell book and randomly determine what spells are currently memorized.

Name - The name of the NPC. Up to 32 characters.
Race - The race of the NPC.  The available races will change dynamically as you change ability scores and classes.
Class - There are three boxes labeled Class.  It reads left to right with the left most being the Primary class, then Secondary, and Tertiary classes.  This allows for single class, dual class, and triple classed characters.  The available classes will change dynamically as you change ability scores and Races.
Level - Each Class has an associated level.  This level is located directly beneath the corresponding Class.
XP - Each Class also has an associated XP (Experience Points).  This XP is located directly beneath the corresponding Class.  The Level and XP are closely linked, changing one without changing the other will cause the unchanged Level or XP to be invalid.
Ability Scores - Strength, Dexterity, Constitution, Intelligence, and Wisdom.  Ability Scores will dynamically change as the Race is changed, this is to reflect Racial adjustments in Ability Scores.  Also Percentile Strength will only be showed when appropriate.
Hit Points - Hit Points will be marked as Invalid if the Level or Class is changed.
XP Worth - This is the Experience Point value for this NPC. i.e. the number of experience points characters get for a successful encounter or defeating this NPC.
XP Per HP - This is the Experience Points for every Hit Point that this NPC is worth.  This is leftover from the AD&D 1st Edition rules and will be '0' if you are using 2nd Edition Rules.
Personality Tab - Alignment is displayed and can be changed here.  You will be able to chose any alignment regardless of class.  Eventually, anything to do with personality will be on this 'page'.
Weapons Tab - Displays melee specific data and the weapons you are proficient in and the weapons which you own.
Weapon Grid - Displays the weapons you are proficient in and the weapons and missiles which you have.  #AT is the number of attacks per round you have with the weapon, a value of 1.5 would indicate you have 3 attacks for every 2 rounds.