Problem: Write an article based on this summary: Choose the kind of RPG you'll be making. Identify your main stats. Plan your stat-use mechanic. Outline the possible character classes. Create a growth scheme. Determine the style of play. Decide on your mechanic for player movement. Devise an economy for your RPG. Write up your main mechanics.

Answer: There are many different varieties of RPG you might decide to create. Common versions include tabletop, or live action role-playing (LARP). You'll need to decide which of these you plan on making before you go any farther on your RPG making journey.  Tabletop games are mostly, if not entirely, text based. These games may make use of supplemental materials, like maps or pictures, but rely on written text and spoken descriptions to drive the action of the game. Tabletop RPGs often involve a game leader, frequently called a dungeon master or DM, who designs the scenarios players will deal with and impartially mediates the rules.  LARP has players imagine the setting as though it were real life. Players then adopt the persona of a character to complete the tasks involved in the game. A player character's stats gives it a baseline for what it can do and how it will act. Common stats include strength, intelligence, wisdom, charisma, and dexterity. To give you an example of how stats affect characters, a character with high strength but low charisma would likely be powerful in battle but clumsy in diplomatic situations.  In many RPGs, the game begins with players creating a character and using a set number of points to invest in different stats. At the start of a game, you might have each player start with 20 stat points to apply to different stat categories. Some popular RPGs use 10 as the baseline for all stats. A 10 rating represents average human ability in the stat category. So 10 strength would be average human strength, 10 intelligence would yield a character of average intelligence, and so on. Additional stat points are usually given to characters as experience is gained over time, through in-game events, or through battles. Experience is usually given in the form of points, with a certain number of points equaling a "level up," which indicates a stat increase. Make sure your stats match up with your character description. For example, a character that's a ranger class will likely be crafty and move silently, so it often has high dexterity. Wizards, on the other hand, rely on their knowledge of magic, so these kinds of characters often have high intelligence. Now that you have your main stats, you can decide how you'll use them in your game. Some games use a stat-limit check, where tasks will have a rating that character stats will have to match or beat to perform. Other games use a number to represent the difficulty of a task, a dice roll to represent a character's attempt at the action, and stats to provide bonus modifiers to the dice roll.  The dice roll/stat modifier mechanic is very common for tabletop RPGs. For example, a player might have to climb a rope. This might have a challenge rating of 10 for a roll of a 20-sided die. This means a player will have to roll a 10 or higher to climb the rope. Since climbing involves dexterity, the player might get bonus points added to their rope climbing roll for having high dexterity. Some games use stats as a way of determining point pools which can be "spent" on actions. For example, for each point of strength, a player might get 4 points of health. These generally decrease when damage is taken from enemies or increase when a restorative, like a health potion, is taken by a character. There are other stat-use mechanics you might come up with for your RPG, or you might combine two common mechanics, like the stat-limit and dice roll/stat modifier mechanics. Classes refers to the job or specialty of a character in your RPG. Common classes include warriors, paladins, thieves, rogues, hunters, priests, wizards, and more. Often times, classes are given bonuses for activities related to their class. For example, a warrior would likely receive a bonus for combat maneuvers.  Bonuses are usually added to a dice roll to make the outcome of an event more likely. If a warrior needs to roll a 10 or higher on a 20-sided die to accomplish his action, he might get 2 bonus points added to his roll. You can create your own classes for different scenarios in your RPG. Were you playing a futuristic RPG with fantasy elements, you could invent a class like "Technomage" for a class that uses both technology and magic. Some games involve different races which sometimes have special racial attributes. Some common races in RPGs are elves, gnomes, dwarves, humans, orcs, fairies/fey, halflings, and more. Most RPGs use an experience point growth mechanic. This means that for each foe a character beats in your RPG the character will receive special "experience points." After a certain number of experience points are gained, characters level up and are given additional stat points for the level earned. This represents the growth of their abilities over time.  You might base the development of characters around significant events in your RPG. For example, you could award a level up and stat points to player characters following each major battle in your campaign. You might also consider to award stat points to characters after the completion of certain quests or goals. Style of play refers to the structure of gameplay in your RPG. Most RPGs use a turn based structure, where players commit actions one at a time. You might also consider using a timed "free phase," where players can freely commit actions for a set span of time.  You can determine order with a roll of a 20-sided die. Have each player roll a die. The highest number will take the first turn, the second highest takes the second turn, and so on. Settle draws with a roll-off. When two or more players roll the same number, have these players roll again amongst themselves. The highest roller in this roll-off will go first, followed by the second highest roller, and so on. Characters in your RPG will have to move through the game environment, so you'll have to decide how they'll do so. Many games divide movement into two phases: combat and overworld. You might make use of these phases or invent your own movement mechanic.  Combat movement is usually turn based, with each player character and non-player character each getting a turn. On that turn, each character can generally move a certain distance and commit an action. Movements and action generally depend on things like character class, equipment weight, and character race. Overworld movement usually is the preferred style for long distances. To represent this, many RPGers use figurines moved across a map or blueprint. This phase usually has players move any distance they desire on a turn by turn basis. Character movement is usually determined with regard to weight and class considerations. For example, a character wearing heavy armor will be more encumbered and move more slowly. Physically weak classes, like clerics, wizards, and priests, usually move slower than physically strong classes, like rangers, fighters, and barbarians. Though not all RPGs will have an economy, characters usually earn or find some kind of currency on fallen foes or from completing quests. This currency can then be traded with non-player characters for items or services.  Awarding too much currency to characters can sometimes result in the game becoming imbalanced. Keep this in mind when conceiving your RPG economy.  Common forms of currency in RPGs includes gold, diamonds, precious minerals, and coinage. It's easy sometimes to skip a step or forget to apply a penalty or bonus modifier. Having a clearly written description of how players are supposed to play the game will help prevent disagreements and establish clear guidelines while playing. You might consider printing a copy of the main mechanics for each player. This way, players can remind themselves of the rules when necessary.


Problem: Write an article based on this summary: Click the Menu button (☰). Select "Options". Click the "Security" tab. Open the password manager. Select a password to delete. Remove a single password. Remove all the passwords.

Answer:
This is located in the upper-right corner.   Click Saved Passwords... You can use the search bar at the top of the window to find a specific password. Click the password you want to delete, then click Remove at the bottom of the window. To remove all the stored passwords, click Remove All. You will be asked to confirm that you want to proceed. Click Yes.