V1.1.0: gear levels, encounter overhaul, guided builder, trading, docs
Characters - Builder: pick-then-Next on every step with live preview, Back button, plain-language help throughout, and "Suggest for me" for ability scores - Motivation is picked from a list; new steps for special abilities, background and appearance, all composed from fixed lists and DM-only to edit afterwards - Copy a character to another campaign - Characters can give gold, weapons, items and spells to each other - Money tracker: gold only changes through a logged ledger - Fixes: level/XP/location are DM-only, HP stays within 0..max, physical dice ability rolls, every die is rolled once Gear - DM-managed item pool; weapons, items and spells are handed out by the DM - Starting-option flag per pool entry - Gear levels 1-9 per held copy with a damage ladder, growth rate and starting level; spells gated by spell level with a fixed damage value - Spell library carries default damage; damage is picked from a list Encounters - Battle and NPC quest modes, turn tracking, scene description, DM notes - NPCs, richer combatant cards, conditions from a list - Rewards (gold, weapons, items) lined up and awarded, with gold splitting - Character HP is shared between the sheet and the encounter - Monster stat blocks and NPC secrets are never sent to players Other - Dice roller on every page - Docs for characters, weapons, spells, items, encounters, monsters and NPCs, with full lists generated from the data (npm run docs:lists) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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# Items and Inventory
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How items work in this app: the campaign's item pool, what a character
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carries, item levels, and how items are handed out.
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This describes the code as it stands. Related: [WEAPONS.md](WEAPONS.md) (items
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level up the same way weapons do), [SPELLS.md](SPELLS.md),
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[CHARACTERS.md](CHARACTERS.md) (money is covered there, in section 12).
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## Contents
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1. [The basics](#1-the-basics)
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2. [The item pool](#2-the-item-pool)
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3. [A character's inventory](#3-a-characters-inventory)
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4. [Item levels](#4-item-levels)
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5. [Dice on items](#5-dice-on-items)
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6. [Starting items](#6-starting-items)
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7. [Items as rewards](#7-items-as-rewards)
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8. [Permissions](#8-permissions)
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9. [What is not modelled](#9-what-is-not-modelled)
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---
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## 1. The basics
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- Every campaign has its own **item pool**: rope, potions, keys, quest items,
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anything that is not a weapon or a spell.
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- A character's **inventory** is the items it holds from that pool. Players
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cannot type in items of their own.
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- The DM creates items and hands them out. Players can only tick Equipped.
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- Items are **descriptive**. Holding or equipping one never changes a number
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on the sheet.
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## 2. The item pool
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The pool is the "Items Pool" card on the campaign page (DM only).
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| Field | What it is |
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|---|---|
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| Name | Free text, up to 120 characters |
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| Description | Optional. Shown under the item in a character's inventory |
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| Base dice | Optional dice such as `2d4+2`, for items that deal damage or heal (section 5) |
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| Starts at level | 1 to 9. The lowest level this item can be (section 4) |
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| Growth | Standard, Powerful or Legendary. Only matters if the item has dice |
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| Starting option | Whether a brand-new character may pick it in the builder (section 6) |
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- **Adding:** the "+ Add Item" form. There is no built-in library of items.
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- **Changing:** starting level, growth (when the item has dice) and the
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starting-option tick box can be changed in the table. Name, description and
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dice cannot be changed on screen once created (the API accepts it); remove
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and re-add instead.
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- **Removing:** the ✕ button. This takes the item out of **every inventory**
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and off every encounter's reward list. There is no undo.
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## 3. A character's inventory
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On a character's sheet, the DM picks an item from the pool and clicks Give.
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| Each held item has | Who changes it |
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|---|---|
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| Quantity | The DM, with the − and + buttons |
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| Level | The DM, with the level picker |
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| Equipped | The owning player or the DM |
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- Giving an item the character already holds **adds to the stack**. A
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character holds one stack per item, and the whole stack shares one level.
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- Quantity cannot go below 1; to take the last one away the DM uses ✕.
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- **Using up** an item (drinking a potion) is not automatic: the DM lowers the
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quantity or removes it.
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- **Equipped** is a label. It does not change Armor Class or anything else;
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armor is represented by the single "armor bonus" number on the sheet.
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**Passing items on.** A character's owner (or the DM) can give some or all of
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a held stack to another character in the campaign from the "Give to Another
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Character" card on the sheet. The items leave the giver and arrive with the
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recipient at the giver's level, unequipped. If the recipient already holds
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that item, their stack grows and keeps its own level. Gold is given the same
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way, and both characters' money logs record it.
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## 4. Item levels
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Items use the same level system as weapons (a house rule of this app):
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- Each held stack has a **level from 1 to 9**, never below the pool entry's
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starting level.
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- A character must be **at least the item's level** to use it. A higher-level
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item is still held, but shows "Requires level N" and cannot be equipped.
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- Only the DM changes an item's level.
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- If the DM levels an item past its holder, or lowers the character's level,
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it is unequipped automatically.
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For an item with no dice, the level is purely a requirement: a level 3 amulet
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is one a character cannot use until level 3.
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## 5. Dice on items
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An item can carry optional dice: a healing potion's `2d4+2`, a firebomb's
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`3d6`. The app does not know whether they heal or harm; the DM applies them.
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The dice grow with the item's level exactly as a weapon's do, climbing the
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same ladder (1d4 → 1d6 → 1d8 → 1d10 → 1d12 → 2d6 → …) by one, two or three
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rungs per level depending on Growth. The full ladder is in
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[WEAPONS.md, section 6](WEAPONS.md#6-how-damage-grows).
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| Healing Potion, `2d4+2`, Standard growth | Dice shown |
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|---|---|
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| Level 1 | 2d4+2 (as typed) |
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| Level 2 | 1d6+1d8 |
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| Level 3 | 2d8 |
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The dice are shown beside the item in the inventory. Nothing is rolled or
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applied automatically; use the dice roller.
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## 6. Starting items
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In the builder's equipment step a new character can pick items that are:
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- ticked as a **starting option** in the pool, and
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- **starting level 1**.
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Starting items and starting weapons share the campaign's "starting items"
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allowance. Each arrives at level 1, quantity 1, unequipped.
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## 7. Items as rewards
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On an encounter the DM can line up an item as a reward, at a chosen level and
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quantity, and later award it to a character. Awarding adds it to the
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character's inventory, stacking with any they already hold. See
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[ENCOUNTERS.md](ENCOUNTERS.md).
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## 8. Permissions
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| Action | DM | Owning player | Other players |
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|---|---|---|---|
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| See the item pool | Yes | Yes | Yes |
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| Add, change or remove pool items | Yes | No | No |
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| Give an item from the pool, or take one away | Yes | No | No |
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| Give a held item to another character | Yes | Yes | No |
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| Change quantity or level | Yes | No | No |
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| Equip or unequip | Yes | Yes, if the character can use it | No |
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| See a character's inventory | Yes | Yes | Yes |
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## 9. What is not modelled
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- Any effect of an item on stats (AC, speed, abilities)
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- Armor and shields as items
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- Using up items automatically, charges, and attunement
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- Weight, carrying capacity and containers
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- Prices, buying and selling (record the gold change in the money log)
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- Swaps as a single step (each side gives separately), and asking the
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recipient to accept
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