DiceCalc

Overview

DiceCalc is a TTRPG dice managmeent system for players and GMs. Here's what it does: Roll all of a character's dice simultaneously — see every attack, save, skill, and modifier roll all at once via the Roll All mode with character tabs. Still reroll per macro — long-press any single roll to edit or reroll just that macro without rerolling the rest, even in Roll All mode. In-depth macro inspection — Roll Macro mode focuses on macro options, allowing players to inspect rolls, rename, edit, and sort the macro list. Sort order here is also preserved in Roll All mode. Cryptographically secure random number generation — higher unpredictability, more randomer. Sortable character tabs with up to 100 macros each — whether you're running or playing a campaign, organize by character, encounter, monster, game system, or any other way you like. Every major TTRPG dice mechanic in one app — keep high/low, target numbers (successes), botches, exploding dice, crit detection, multi-roll comma separation for staged (verification) rolls, and yes... push dice! Constraint validation with red-highlighted error feedback — pathological expressions are caught before they run, no infinite loops or broken math. Persistent 300-roll history with timestamps — every roll logged with full roll breakdown and no truncation. Tap-and-hold context menus throughout — edit, duplicate, delete, rename, reroll wherever it makes sense. Localized in 7 languages — English, Spanish, Portuguese, German, French, Italian, Polish, with complete in-app manuals for each. 14-page in-app user manual — every feature documented with examples, no need to leave the app. Supports Android 8.0 and above — runs on devices going back a decade. Custom QWERTY keyboard for macro names — with locale-specific diacritics via long-press. Independent horizontal scroll per output row — nerd out inspecting long expressions, results, and roll details without truncation. Also... I'm giving it away for free till 09/31/2026 11:59:59 (JST). Check the promo section of the website for details. Honest reviews are appreciated.

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Nat One Play | Curse of Strahd
Actual Play & Podcasts

Nat One Play | Curse of Strahd

English
Dungeons & Dragons
Actual Play
Nat One are a group of British D&D players, most of whom have been playing together for over 9 years. Curse of Strahd is something DM Jenna has been waiting to run for about two years and now... It's finally happening. Jenna (they/them) is using the Curse of Strahd: Revamped coffin-box edition of CoS, with inspiration and advice pulled from /u/MandyMod Reddit post "Fleshing out Curse of Strahd", ideas from DragnaCarta's Curse of Strahd Reloaded and, of course, portraying the story and NPCs in their own unique way. As an ex-teacher with a First Class degree in English Literature and Creative Writing (and almost a PhD in emotion mechanics in the TRPG), you are guaranteed to feel their passion for the craft of storytelling. Nat One's players also have similar backgrounds, with interests in literature, writing, education, development and emerging narratives. Take a look at the cast below: Cast Rebecca (she/her),  (she/her), playing the female Drow Circle of Stars Druid: Eylirae Val'Aonar. Rebecca is playing the young (70) studious daughter of a Priestess of Lolth, so has grown up wihin the matriarchy of the Underdark and left due to personal differences regarding the treatment of men. Andrew (he/him), playing the male Half-Orc Way of the Ancestral Dragon Monk: Friendly "Wee Scrapper" Tiene. Andrew is intentionally playing an unintentional misogynist who believes that women need protecting and that men are much more capable. Tabitha (she/her), playing the female Human Devotion Paladin of Torm: Lady Arabella Thistlethwaite. Tabitha is playing a noble lady who is the youngest of her siblings and expected to be a soldier when, really, she would love to be a lady of leisure. Lauren (she/her), playing the female Aasimar Order Cleric of the Red Knight: Lucia. Lauren is playing the reincarnation of Tatyana whose soul, in this adaptation, actually managed to get out of Barovia and is brought back in. That's not the only surprising thing about her... NPC-ish Players: Gemma (she/they), playing the male Human Vistani College of Swords Bard: Ravi Kovachi. In this adaptation, Ravi is Madame Eva's grandson; a Vistani Guide who leads the group to Barovia in the first place. Would you trust him? Beth (she/her), a larper since childhood with years of roleplaying and monstering experience, will also be coming in later on as Volenta Popofsky - If you know, you know. These episodes have been edited to remove all the long pauses, rules clarification and off-game speak to create a much more comfortable listening experience. This means the episodes are shorter, clearer and easier to follow. Jenna creates the art, thumbnails and records and edits without the use of generative AI (AI SUCKS!). Nat One do not accept requests for commissioned art, as we prefer the things we create to be created by ourselves. Nat One hopes you have a lovely, cosy little time listening to the horrors that will befall these wonderful characters in the world's most notorious D&D campaign: Curse of Strahd

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Covering the basics: Creating a character backstory
Guides & How-to

Covering the basics: Creating a character backstory

Covering the basics
“Covering the basics” is a easy-to-follow set of articles helping players get through the first steps of the game. You found a game to join? Well done, but now what? Think of your favourite characters from either a book, movie or a tv show. Can you form a list of what actually makes them stand out from all the others? Not just what they look like or what their actions were in the story. Most likely, once you stripped those characters of their physical appearances and put aside the plot of what they achieved throughout you are still left with elements that actually made them become memorable. The time you had with that character was most likely a fragment of their entire life. Their actions, beliefs and behaviour was likely derived from something that made them that way.   It was their backstory. A backstory as a structure When creating your character, once you set aside the technical attributes and specifics, it is worth spending more time on figuring out who they are. While it might feel like a waste of time and effort to spend too much time on building their backstory, it is likely to help you out in the long run. Assuming your character will be yours for a longer period (not one that is built for a quick oneshot), understanding them will become invaluable. Not just for the Game Master to know where your character is from and how they ended up as an adventurer - but it will help you stay consistent throughout the campaign. Your character should stay consistent. This isn’t to say that they can’t evolve and grow throughout the adventure - they most definitely should be affected and moulded by their experiences throughout the story. But at their core, they should still be the same person from session to session. And this is why having a thorough backstory is important. Knowing how they would react in a situation should come from understanding why they would act that way. What experience in their previous life set them up to see the world in this way. It will also be a great framework for your Game Master to have and construct around. After all, they dont know your character. But having a reference document (a backstory) will be of great help. Matching the theme Before you start collecting various ideas and concepts for your character be sure to familiarize yourself with the game and it's world you are about to bring them into. Whether the story will focus heavily on the world and the politics or will there be enough "screentime" for the characters to develop their story. Hoping to fully go through your character's backstory in a game that will not give enough time for that will lead to disappointment and potentially disinterested players. All of that should be discussed during your session zero, where the theme and topics are set and agreed upon. The theme of your character should fit both with the world and potentially with other players. Of course the generic tabletop gaming table will include characters of different styles and themes. However, depending on the immersion balance and expectations, you might want to discuss this with other players, without delving too deep into specifics. Agreeing on following a similar theme or storyline will help your party feel more likeminded and in the same genre.  /images/general-media/1779464200_QOr2M7LS.jpg Think big, write small Before you end up with a document, that is stretched over tens of pages (Which most GMs will not bother to read and memorize) try and create a rough overview of their story so far. Limit yourself to a few paragraphs at the most. As an example, let’s create a character alongside this article. Meet Bork… the orc. To start off with, let’s focus on simply creating an outline of who they are. Bork’s life began in tragedy when a brutal bandit raid destroyed his birth-tribe's village. His parents either perished or were forced to flee in the chaos, leaving the infant behind to perish in the smoke. He was saved by a twist of fate when Ningo, an aging gnome hunter drawn by the smoke of the burning huts, discovered the crying orc baby in the ashes and chose to adopt him. Raised in Ningo’s secluded woodland home, Bork’s upbringing was completely upside down for an orc. Instead of being taught bloodlust and brute force, he was raised on gnomish values of curiosity, patience, and meticulous planning. Ningo taught him how to survive using stealth, tracking, and clever traps, resulting in a towering, muscular adult orc who could move with surprising grace and possessed a gentle, analytical mind. Once Bork reached adulthood, Ningo realized his adoptive son was shrinking himself down to fit into a gnome's world. Wanting Bork to forge his own identity rather than just mimic his upbringing, Ningo encouraged him to venture out into the world. Equipped with a heavy pack, a hunting bow, and a mind full of gnomish meals, Bork set off into the wider world to discover who he truly wanted to be. And thats it - this is Bork in a nutshell. But what we have established throughout this brief introduction are multiple key elements we can built upon. What was the tribe like, who were the bandits? Why did they raid the tribe? Who were his biological parents? What is Ningo’s story? What kind of values did he instill in Bork? And many others. But as a brief overview we have much to work with. From here you can fill in the blanks, separate it into various other subsections to dive deeper into. Find answers, more questions and potentially leave things vague. Many elements can be left vague so that your Game Master can pick elements to integrate into the campaign story. Unique. In this version To quote Mark Twain: "There is no such thing as a new idea. It is impossible. We simply take a lot of old ideas and put them into a sort of mental kaleidoscope. We give them a turn and they make new and curious combinations." While you can try and work on an uniquely unique concept, it is unlikely that you will be negatively called out for "reskinning" an existing character from a popular franchise. But if your goal is to create an interesting character, borrowing from other creators and slightly modifying them is perfectly acceptable. Just be respectful about it and acknowledge that your character is either an intentional or unintentional between you and someone else. There is no shame in basing different bits of your character off something else.   /images/general-media/1779464798_xLnOlEbn.webpYour GM will thank you for any cutlery you prepare for him Knives and other “cutlery” Knives Years ago a reddit user jimbaby introduced a system called “Knife theory”. A simple system to build plot hooks into your character’s backstory. These “knives” are elements that resonate with your character - and your Game Master can use to “stab” your character with (metaphorically). There are various types of knives you can craft:   Relationships - Bork’s biological parents. Or his adoptive father, Ningo. Debts/Vows - Bork’s somewhat suppressed hatred towards the bandits and his desire to one day avenge his tribe. Unanswered questions - Who were his parents? Why did the bandits assault the tribe? What is the deal with Ningo? Internal conflict - Being part orc, part gnome, he might have found it difficult to fit in with his non-traditional life. A secret - Perhaps Bork has throughout the years ventured back to where he grew up and discovered something that he shouldn’t know. And many others in a similar style. While these knives aim in different directions and are rather vague, pick those that  resonate with you and dive deeper. You don’t have to cover all five themes - a few will suffice. But by creating those knives (and handing them to your Game Master), be aware that you are giving them permission to use those at any point in time. If you don’t want Ningo to be put into any danger - make that explicitly clear and keep any knives pointing away from them. Try and aim for three to five different knives. Some of them might require you to collaborate with your GM to make sure they can find a way to fit it into their story. Spoons In addition to sharp knives, you can create “spoons” - these are minor, everyday character flavor details that bring them to life (Their favourite tavern meal, their distinct posture, or how they sleep). These are not elements that are to replace knives - you can include them to bring more character and personality to your adventurer. These will help you flesh out your character in a more real sense. Connecting these spoons to their backstory, you can discover what makes them tick, what brings them joy and what hobbies or habits they might have. Even a powerful warlord can find enjoyment in knitting. And it makes them less two-dimensional, showing them as more "human". Forks The character's core motivations and prongs of desire. Goals and ambitions that they would like to strive towards throughout their story. These are more proactive elements that you as a player will gravitate towards throughout their journey. Forks should also be shared with your GM, as they could seed the story with situations and possibilities you would like to stick a fork in. Expand and summarize By now you will have a general overview of your character with various plot hooks and ambitions. While preparing those, you can expand your current overview with additional details to connect various bits and pieces. Adding additional characters your character may have had encounters or relationships with is a great way of introducing additional knives and expanding the character’s story.   When collecting your knives, you are bound to discover gaps or missing connections: Bork enjoys reading  - but it is likely that he has exhausted Ningo’s library many times over. This allows you to expand his backstory with a travelling librarian or a salesman who would bring him books to consume. Or a friend who shares a similar passion with whom he used to discuss various stories with. Throughout this process you may want to have a separate section for key takeaways. In addition to describing his book club friend and their encounters, create a short summary: Frank(27), a human farmer, also interested in books - friend, but hasn’t seen him in over two years. These quick summaries will help you to quickly recall various elements from Bork’s backstory. And your Game Master has a handy list to quickly reference, as they will most definitely not be able to remember your entire backstory at all times. /images/general-media/1779465015_mS7MPpFH.gifKeep in mind. You are not writing a book, you are creating a refererence document Done but never completed Make sure to give your Game Master enough time to process your character’s backstory, ask for clarifications and potential changes. You want your character to be part of their world, not have it as a separate entity forced into their story. And feel free to continue expanding your backstory throughout the campaign. Not exactly changing anything overly important (unless the change is explicitly done with the permission of your GM), but instead expanding on elements that already exist in your story. The more different elements your backstory has, the more the other characters’ have to discover and find out about. Understanding and knowing your character will help you make decisions on the spot, that feel in-character for them. Ready to find a dnd group and start working on your character? Post your profile and put yourself out there.

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AD&D Toolkit
Tools & Platforms

AD&D Toolkit

English
Dungeons & Dragons
Free
AD&D Toolkit is a collection of tools for Dungeon Masters that integrates seamlessly with digital Character Sheets. It is not a VTT.  Its a digital assistant for DMs and Players.  It greatly enhances both in-person and online play by speeding up and automating the more interesting, yet cumbersome mechanics of AD&D. Toolkit supports First Edition(1e), Unearthed Arcana(1e), and Second Edition(2e). Community Across multiple platforms, our membership numbers in the thousands.  If you haven't yet, you need to check it out.  The Discord serves as the community hub as well as offering support for the Toolkit.  It serves as a valuable resource for people new to AD&D or Toolkit. Blog The AD&D Toolkit blog serves as a resource to the public for both Toolkit and AD&D in general.

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Find a tabletop group to join or players to invite. Groupfinder is a free looking-for-group platform. By players, for players.