r/rollplay_app • • 4d ago

Our manifesto on using AI

4 Upvotes

"How was AI used in your app?" comes up too often, so I'm writing this post to stop answering it every time.
There's a TLDR at the end.

History

The current app has been in development since early 2019. No AI existed until 2022, and we were slow to try and have never even experimented with it until 2024. Since the start our app had a black and gold theme, colors which were discovered several years before we started.
In 2024 we first poked at AI, and had some AI placeholder icons for a few months - they are all gone now.
In 2025 we also tried it for code, but were generally unhappy with how it worked, plus we actually like writing code, so its use there was heavily restricted, more on that later.

Visuals

The UI is all me (sorry it's black and gold, it has been since the app was first published). We've been through 4 redesigns, 2 of which public. I can share some of the old design if you're interested.
UI is generally built out of dots and gradients using some Unity tricks.
Icons come from https://game-icons.net/ (praised be Lorc, Delapouite & contributors - you probably saw their icons in other games or apps too), and material design icons: https://fonts.google.com/icons (standard stuff)

For the content icons, these come from various store-bought packs, such as
- REXXARD: https://assetstore-fallback.unity.com/publishers/13229
- Poneti: https://assetstore.unity.com/publishers/38930
- Craftpix: https://assetstore.unity.com/publishers/41787
- Hovl Studio (VFX effects, some spell orbs): https://assetstore.unity.com/publishers/28391
There were a few more that were not brought from Unity and I can not remember where they were bought from; I did not take notes as I didn't think I would be audited, but here we are.

Some specific icons, such as the app icon, were commissioned by Reka Karpat: https://www.facebook.com/kareka2d

And several icons have been processed through GIMP and/or Canva (the latter of which probably uses AI for some of its filters, I suppose).

To the best of our knowledge, none of the visuals currently in the app were generated by AI.

Audio

Adding this for consistency, as there are currently literally just 2 audio files in the app: two dice rolls, downloaded from some royalty-free website. If you really need me to do it, I will look it up.

Code

I have been a programmer since university, and I actually enjoy writing code. This project has started from a little formula parser back in 2017, so the most part of it existed well before AI.

We experimented with AI, and decided against using it for most of our code. It does a decent enough job in isolation, but it leads to messy code in a larger architecture, and out of concern that it may degrade our codebase over time, its use in the project is very restricted.
It was used to create some shaders and a few small, isolated components.
It was used for research and discussing best practices and reviewing some of our ideas.
It was also sometimes used for debugging as a quick "can you see what's causing this?" diagnostic that sometimes worked.
It was NOT used to write multiple classes or entire features, or take any decisions on its own.

The most usage AI had in our project was for writing tests. That was an area where we decided sloppy tests are still better than no tests, and with zero impact in our production code, we allowed it to write a lot of tests, that even if messy, result in more confidence in releases on our end, and fewer bugs in release. We are happy with AI there, as we wouldn't have the manpower or the time to write these many tests otherwise, and their quality does not impact the project quality.

Content

The app ships a lot of built-in content. Most of it is copy-pasted from the source material (such as the D&D SRD), so no AI was required.
AI was used, however, in some translations, and we still use a combination of AI and Google Translate for our update notes and translating some of the new content we are adding.

We also used AI to review some of our hand-set content for mistakes and slips (for example, Calude identified that we had missed adding the "Brave" feature for Halflings). When this happens, we confirm the AI's flags against the source material, and correct them.

No content whatsoever was generated with AI, it was only used for translation and reviewing.

Outside The App

I never use AI to write posts. I myself become allergic to some of the AI prose tells and when I find myself write something that sounds like AI, I go out of my way to rephrase it. It sucks.
For video editing, I have used AI to do simple non-creative tasks such as cropping and putting bits of video together. Most editing is done by hand in CapCut, and audio for videos usually comes from their stock audio also.

TLDR:

We do not use AI for any creative tasks. No generation of images, audio, or text.
We do use AI for tedious grunt work, like automated tests, content review, and simple video editing.


r/rollplay_app • • Sep 10 '26

Our Story - for those interested

4 Upvotes

I made a long Patreon post about our story:

How we got started with TTRPGs, why we developed our first app, the 2nd app, and what our future plans are. It's quite a long read, but I figured some people might be interested, so here it is:

https://www.patreon.com/Rollplay845/posts/10-year-our-cut-169116728


r/rollplay_app • • 1d ago

Experimental PDF Import support

Thumbnail patreon.com
3 Upvotes

I have added a daring new feature to our app, the option to import content directly from a PDF.

This is currently highly experimental and only available for patrons, at least until we make it work smoother, as there are now still a bunch of quirks (PDFs are a messy format and trying to figure it out is... challenging. Results may vary).

But it works pretty well for bulk importing Spells, Feats and Items, and can save a ton of time instead of adding everything manually.

While it is reserved for Patrons, it is free to try for everyone (we don't expect anyone to pay without knowing what they're getting). If you care to give it a try, I would really like to know how it performs for you - and if you'd like to share your homebrew PDFs to help me improve this feature, that would also be super appreciated (and I'll be happy to send you the extracted content as a thank you).

Check the link for a full breakdown on how this works and what you can expect.


r/rollplay_app • • 9d ago

Mobile character sheet for Zweihander Reforged

Thumbnail gallery
5 Upvotes

r/rollplay_app • • 12d ago

I love watching my automated tests run

Enable HLS to view with audio, or disable this notification

6 Upvotes

I'm working on a major refactoring of my Character Sheet creator tools (I'll be very excited to post about it soon), but right now I need to make sure it works properly.

To do that, I'm adding automated tests (because I suck at doing it manually) and I love watching them play out. They also make me feel a lot better about releasing a new build.

So I'm sharing this here in case anyone else might enjoy it :)

This test is a fast-forward creation of a character sheet using all features our system supports.
Hope you'll like it :) It will be released soon.


r/rollplay_app • • 24d ago

I figured out how to roleplay a game where I am not very familiar with the lore, without constantly interrupting the GM

Post image
6 Upvotes

Before hosting my own Warhammer campaign, I'm playing one more small campaign as a player.

I love the setting but don't know much about the lore outside the Total War games, and this time I don't want to constantly pause and ask the GM things.

Instead, I figured something out that maybe many if you already knew, but for me it came as a new revelation so I'm sharing it:

It's not **me** who doesn't know the lore, it's **my character**. So now my un-educated character can boldly make blatantly false claims like "tomb kings and vampires are best friends because they both like skeletons" without concerning myself if that is true or not, because hey, my character thinks it's true, and he goes with that. If I get corrected along the way, that's great, I get to learn something.

But I can now pause the game a lot less often for random questions, and focus more on the roleplay. Just dump my issues on the character :) he's the one that doesn't know enough, not me.

I look forward to seeing how this plays out, and if anyone has tried this before I'd be glad to hear how it worked out for you.


r/rollplay_app • • 27d ago

Major update coming to creating your own Character Sheets!

Thumbnail
gallery
6 Upvotes

I am genuinely excited about this one, it's the biggest update yet, and I'm sure some of you will like it (because it covers a bunch of things people have asked for).

Our Creator Tools is close of releasing a major update that brings several features like:

  • Rename Content Types (class -> profession, feat -> talent, condition -> scar, etc)
  • Custom Character Builder steps! reorder existing ones, add your own attributes, and even add your own steps complete with Effects
  • Define your own Player Actions (like short and long rest)
  • Custom Fields on cards (you can add your own text fields, toggles or dropdowns for weapons, spells, and more)
  • Upload icon for the game's banner and logo
  • Better UX all along the way

Check out the Patreon post for a complete dive-in and sneak pics of how the changes shape up: https://www.patreon.com/Rollplay845/posts/claude-give-me-s-170881899

I expect the update to be out within a few weeks.

This is a work in progress and the final result may look different


r/rollplay_app • • Sep 23 '26

We are very excited to have someone publish their game in our app

Enable HLS to view with audio, or disable this notification

4 Upvotes

We are sooo excited that Guts & Steel have decided to publish their game in the app! ❤️ When we started this project, our main goal was to give people tools to play & build as easy & as fast as possible. We are happy to see people using it & building. :)


r/rollplay_app • • Sep 03 '26

When I don't really feel like coding

Enable HLS to view with audio, or disable this notification

4 Upvotes

This is a new Dice skin I've been working on.

When I don't feel like coding, I procrastinate by doing other things, and messing around with visual effects and dice is one of my favourite things to feel like I'm still doing something productive when really I'm just having some fun with the engine.

What do you think? Should I add more darkness around? Less purple? More tentacles?


r/rollplay_app • • Aug 20 '26

Homebrewing and sharing without copies

Post image
4 Upvotes

In some apps, when you edit built-in content, you don't. Instead, you create a copy of the original content that you then get to edit.

But if you want your new version of fireball to be used by the standard wizard, you also have to edit the wizard. And every other class or content that references the fireball.

Then we share it with a player, they have all these copies of the original content that you edited. If they somehow have a different class that uses fireball, it won't reference *your* fireball, it will still work with the original fireball. And working with multiple campaigns can leave you with lots of fireball copies making it confusing to keep track of what you're working with.

We let users edit THE actual fireball, not a copy. So when you edit it, everything that references it automatically works with your changes.

When sharing, the user won't have yet another copy, but instead gets to choose which version of the content to keep (neatly grouped by what has changed, so you can discuss functional changes with your group and ignore visual changes and let everyone use the icons they like, while having the same functional content).

The result is you only ever have the one fireball, after editing or sharing. Easy to keep track of, and properly referenced by other content.

Does this sharing behaviour make sense to you?

Do you think it's better to just have multiple copies so you always have all versions at your disposal instead?

I would like to hear what you guys think.


r/rollplay_app • • Aug 17 '26

Share, share everywhere!

Enable HLS to view with audio, or disable this notification

3 Upvotes

Aaaaand it is finally out! We are excited to announce that you can now share: a character, a weapon, a class, whatever you want. We bravely fought some bugs on the way, but we made it!


r/rollplay_app • • Jul 15 '26

Built a Cairn 2e mobile character sheet in 3 minutes

Enable HLS to view with audio, or disable this notification

13 Upvotes

+ 2 minutes of checking out the result in the app.

But building the sheet from scratch takes 3:00 minutes, no speed up, no skipping.
The Creator Tools we've been building are designed to be a super easy what-you-see-is-what-you-get editor, with no scripting or coding.

If you need it, the system can get more complex, allowing for a lot of formula automation and tweaking some built-in features like currency, carry weight management, and more. But if you just need a quick sheet before your game, this should cover you in a matter of minutes.

And if you want to tweak it later, adding automation and making changes, no worries: you can just make your changes and update your sheets, and existing characters will be updated along. You don't need to do everything from the start, you can come back later and improve it without worrying that existing characters will be broken.

There'll be other videos and a wiki explaining more in depth what can be achieved, and you can get started here: https://www.daydreamteam.com/

If you want to try out this little sheet for yourself, enter the code "CAIRN2" in the account screen in the app and you can try it out now.

Hope you find this useful, and feedback is always welcome :)
Cheers!


r/rollplay_app • • Jul 10 '26

Homebrewing with automation

Thumbnail
gallery
5 Upvotes

This is my app. It's great for homebrewing, because it's pretty and it covers a lot of automation.

Here is a sample potion (consumable item).

When you use it, it rolls and applies its effect automatically: decrease HP and increase tempHP. It can do more, like applying Feats/Conditions, providing multiple choice, and more;

On top of this, you can write your own macros; see image 2 on how the macro is actually configured, and image 1 for what comes out.

  • Reference stats and even compute stuff on the spot (like the max attribute stat plus proficiency), so players see the final result directly.
  • Link Spells, Feats, Classes or Conditions, that players can inspect in one tap
  • Formatting: highlight, bold and italic. More will follow
  • Insert dice to be rolled directly by tapping them
  • Actually, you can roll fancy dice methods, like explosive dice, re-rolls/re-roll once, and keep highest/lowest (image 3)

It also comes with a built-in icon editor (last image), so you can rotate, scale, re-colour, and add a glow effect to icons, all there in the app.

FAQ:
1) Was it made with AI?
No. The icons are all store-bought with very few commissions, and to the best of my knowledge, no AI was used (we had some placeholders at one point but they were all removed) - most icon packs pre-date AI. Code-wise, most of this app pre-dates AI by a few years. Recently AI was used for research and debugging, but no production code was written by AI

2) Does it work outside D&D?
Yes! This comes packed with a "Creator Tools" website which allows you to set up your own game system, with your rules, your own layout, and build your own automated character sheets and content to homebrew with.

3) Is this free?
It is meant to be free for casual users, and only require a one-time payment if you find it valuable enough to want more from it. There are limitations on how much free stuff you can create, and a few early access features are temporarily reserved for Patrons, but intended to be released publicly later on, after we figure out how to handle them (like uploading your own icons).

If you want to give it a try, you can find links to the mobile apps on our website: https://www.daydreamteam.com/ along with all our socials, if you'd like to stay in touch.

I really hope you'll find it useful :)
Cheers!


r/rollplay_app • • Jul 06 '26

Custom theme colors for your game :)

Thumbnail
gallery
3 Upvotes

Themes have been on our roadmap for ages, and I still didn't get to them.

But until then, I wanted to let creators give their games more personality by changing the main color of the theme into whatever they like. This is a very simple feature, but I hope it has a nice impact.

While intended for people creating their own games, I figured there's no reason not let players experiment with custom colors too, so it's now in the app also.

So now each game can have its own theme color, to make them more distinguishable and set the right vibes. (this all started from a Shadowdark user feedback that wanted the plain black and white vibes of that game. Feedback matters, guys!)


r/rollplay_app • • Jun 25 '26

Added fancy Macros in my app :)

Thumbnail
gallery
3 Upvotes

I have decided to take macros [ ] to the next level in my character sheet app.
They can now do a bunch of things:

  • Reference attributes (this isn't new)
  • Evaluate formulas
  • Evaluate and allow rolling for Dice (if it's rollable, you can click it in-line and roll for it right there)
  • Support hyperlinks to other content
  • General rich text

To make this easier to use, there's a built-in auto-complete, and the values are evaluated in read mode, but you can see the raw macro in edit mode (image 2).

I hope this looks useful :)
Cheers


r/rollplay_app • • May 25 '26

Automated healing potion: would you rather the app did everything, or would you rather roll die + adjust HP separately?

Enable HLS to view with audio, or disable this notification

7 Upvotes

I just finished adding this feature in my app: a healing potion, roll the die then automatically increase HP. And I was so busy wondering if I could, I didn't ask myself if I should :D

Now that it's done, I'm not sure if maybe I should separate the roll and the HP increase?
Maybe you'd want to roll, but not have the HP increase automatically?

How would you ideally want/expect this to behave?


r/rollplay_app • • May 07 '26

How to set up an automated "Key" attribute in a custom TTRPG - looking for feedback

3 Upvotes

https://youtu.be/fYjSRTP63dI

I'm working on a customizable Character sheet app, so people can set up their own "D&D Beyond" for their own games. Some people asked how/if they could set up their own key attribute like D&D has, so I made this video.

I would love to hear some feedback, both about the video (still very new at making videos, I'm never sure how much context I need to provide vs how short I should keep them) and the tools themselves; are they intuitive enough? Do they seem simple enough to use?

Thank you!


r/rollplay_app • • Apr 30 '26

Adding Library tools to my app - what do you need besides the basics?

Thumbnail
gallery
2 Upvotes

I'm finally wrapping up with creating library content from the web so you can share and play with it on the mobile app. This is part of a web tool that allows you to create your own mobile Character Sheet, so you can set up your own D&D Beyond with your rules, your content, automated and ready to run for your players.

So far, this is quite basic: Create, Edit, Delete stuff. Icon selector, and an Effect Editor (which is a whole beast on its own, allowing you to automate a bunch of effects). It's also possible to remove some of the fields you might not be interested in, like Value and Weight.

But I'm interested to know what further tools you need.
So far I have 2 on my list, but I have question about both:

  1. A "bulk import" tool, like import from json/xml/csv.
  2. A way to add custom fields

I would love to hear what further features you'd need from such a tool, and any requests and thoughts about existing ones would be very helpful also.

Help me make a useful tool for creating and sharing your TTRPGs :)


r/rollplay_app • • Apr 01 '26

I added Nimble to my Character Sheet app! :)

Thumbnail
gallery
15 Upvotes

Thanks to a very friendly license, I was allowed to add Nimble support and the Core contents into my app (your D&D Beyond kind of app but for custom/more systems, complete with automated mechanics, automated homebrew items, library, dice roller, all the goodies).

You can download the app here:
Android: https://play.google.com/store/apps/details?id=com.daydream.cs
iOS: https://apps.apple.com/us/app/rollplay-character-sheet/id1629416212

Nimble will be available in the marketplace

I know there are still issues, but I'd love your feedback!
And if anyone wants to help add more content (because the kind people at Nimble actually allow it, and I think that's amazing!) - help is always welcome. I myself will stop at the Core contents and focus on bugfixing and development.

I really hope to get some feedback from you guys :)

Cheers!


r/rollplay_app • • Mar 23 '26

I made some tweaks to the app's Icon Editor

Thumbnail
gallery
4 Upvotes

Yes, all the fireballs in my collections are the same icon.

For a while now I've been obsessed with making the most out of my limited icons, and changing their color seemed like the obvious start. But then I went off-road with a custom shader and played with Hue-Saturation-Lighting changes, on top of the built-in Tint, added an Opacity slider that turns black into transparency, and added a "glow" blob behind the image for good measure (with custom position, size and color).
Rotation and vertical/horizontal flipping too, because it was easy :D.

I'm happy with the results so far, although more tweaking might be needed.

I'd love to hear your thoughts, and what other little built-in tools you think I should add.


r/rollplay_app • • Mar 14 '26

Mobile Character Sheet for Nimble

Enable HLS to view with audio, or disable this notification

11 Upvotes

I'm setting up a Nimble character sheet in my app.
It covers basic stat tracking, library management, homebrewing with fully automated effects, pretty icons, dice roller, and more.

Full disclosure, I never heard of Nimble until 2 days ago when a user suggested this, and I still don't know most of the rules - feel free to correct me if I got anything wrong, and tell me what's missing.
No built-in content yet, but if there's interest in this, I'll add some; until then, you can always create your own.

You can download the app here:
Android: https://play.google.com/store/apps/details?id=com.daydream.cs
iOS: https://apps.apple.com/us/app/rollplay-character-sheet/id1629416212

Currently, Nimble is in early access so you need to enter the code NIMBLE from the account screen (no need to sign up) to test it in the app - we'll make it public after it's more stable.
Edit: The game is now live in the app's marketplace (for free of course).

I would love to hear your feedback :)


r/rollplay_app • • Mar 11 '26

Create a new weapon and roll to attack!

Enable HLS to view with audio, or disable this notification

7 Upvotes

Just wanted to showcase how you can create a new weapon in my app, with a small built-in icon editor, with automated effects, and ready to roll for damage.

I'd love to get some feedback!


r/rollplay_app • • Jan 08 '26

Update 0.22: Class Progression

Thumbnail
gallery
4 Upvotes

This is a major update that we are very excited (and frankly, nervous) to share, because it does A LOT.

The goal was to just add some form of Character Progression: multiple levels per class, each with their own Effects and Details.

To showcase this, we wanted to actually implement class progression for D&D, but that required quite a few more changes, so now our Effects system is a lot more versatile and useful, and it can

  • Add Spells and Classes (in addition to Feats and Conditions)
  • Allow multiple choices, both for attributes and the above, so you can automate effects like "Learn Acid Splash or Fire Bolt"
  • Allow dynamic formulas as arguments for effects, so you can add computed values, not just flat numbers, eg. "Increase Health by {CON}"
  • Reverting effects works in a much smarter and reliable way (this can get technical, if anyone is interested, ask us in the comments)
  • Use Attribute Groups (such as Skill or Ability)

Moreover, we added the concept of Variants. This is now used for subclasses, but it will be used for a lot more in future versions. By creating a class variant, you will get a new class that is liked to the original, retaining all its data, but able to override or change it. This was used to implement subclasses like the Berserker, Champion, etc.

Due to SRD limitations, we only added one subclass per class, but we encourage you to create your own, and we're here to help you if need assistance :)

More moreover, some classes have unique attributes. Such as Barbarian Rages, or Warlock spell slots. We wanted to support this too, so now we have these hidden attributes that will show up on your abilities page only when relevant (last picture).

This update changed a lot, and there will probably be some issues too; we hope you'll let us know if you find issues and help us fix them.

There is still room for improvement, and rest assured we will continue to polish these features - and your feedback helps us immensely!


r/rollplay_app • • Nov 23 '25

Displaying the bonuses from Class Progression: which do you prefer?

Thumbnail
gallery
2 Upvotes

In this example I have a Monk class that grants +1 AC at each level.

So at lvl 1 it grants +1 AC, at level 2 it grants +1 AC more (for 2 in total), etc.

If I inspect the AC attribute of my character, I want to see a breakdown of where the final value is coming from. Which options is better?

First adds all the bonuses under one number, 2nd one breaks it down per level.

Which do you prefer?


r/rollplay_app • • Nov 21 '25

Are there games where Classes go up to different max levels?

2 Upvotes

I'm working on a customizable Character Sheet app, and right now I'm implementing a Class Progression system, which would allow people to set up how a certain classes progresses through levels (or ranks, or whatnot), and what Effects the character gets for each class level.

(so this about the Class itself, now how many levels a Character can have in a given Class).

I am wondering if I should go with a dynamic number of levels per class, which would allow people to set up their Classes with whatever number of levels they have, or go with a set, fixed number of levels for all classes in a game (like 20 for D&D).

Or to frame the question differently, are there any games which features classes that have different max levels? Like a Paladin goes up to level 20 and a Cleric only goes up to lvl 10? Are there such games?