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18d9e7301c |
V1.23.0: every subclass, 43 species, the Artificer, and the road to level 20
- All 123 official subclasses (2014 books and the 2024 Player's Handbook), each with its book and features up to level 20; one file per class - The builder has a subclass step after the class: pick one, let a die suggest one, or decide later; its gifts arrive at the class's choice level - 2024 updates (Wild Heart, Warrior of the Elements) offer a one-click switch - The Road Ahead: a level 1-20 timeline on every sheet and in the builder - 33 new species (2024 Aasimar and Goliath, Monsters of the Multiverse) with chosen +2/+1 or +1/+1/+1 bonuses; species roll is now a d8 by family - The Artificer: class, half-caster slots from level 1, features, Flash of Genius - Class tables and counters run to level 20; a fifth Boon, Resolve Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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57fba68a48 |
V1.21.0: a DM's toolkit: the battle at a glance, subclasses, character state, rolls, XP
Seven steps in one commit, 1.15.0 to 1.21.0. They change the same files and were not saved apart, so they go in together. - The battle at a glance (1.15). A strip across the top of an encounter lists everyone in turn order and stays in view; a click goes to that card. On a wide screen the stat block of whoever is on turn stays beside the cards, and Pin keeps anyone else's there. Saving throws, every skill and passive Perception, Investigation and Insight are on encounter cards and in the character panel, which "Sheet" on a card and a button on the party overview open. For the DM, N is Next Turn and S opens the sheet of whoever is on turn. The party overview shows passive scores and spell save DC. - Subclasses (1.16). Three per class, picked in the level-up checklist at level 2 (cleric, druid, wizard) or 3, shown beside the class everywhere, and changed by the DM from the sheet: the old one's lines come out of Special Abilities and the new one's go in. Characters already at that level keep the path they were on. - Character state (1.17). Inspiration, exhaustion and conditions on the sheet and in the panel, and counters for what a class does a set number of times (Rage, Ki, Channel Divinity...), which the player spends and a rest gives back. A long rest takes a level of exhaustion off. A character's conditions are their own now: they stay from one encounter to the next. - Faster battles (1.18). Up to 20 of a monster added at once, numbered. One button rolls initiative for the monsters and NPCs. A condition can be given a number of rounds and then comes off by itself. Hovering over a condition shows its rule, and damaging someone who is Concentrating shows the save to call for. - Rolls from the sheet (1.19). A number with a dotted underline rolls when clicked, with its bonus: skills, saves, ability checks, attacks, damage, spell dice, and a monster's attack, damage and abilities. The dice roller has advantage and disadvantage. "Call for a roll" rolls one check or save for the whole party. Rolls stay in the browser. - XP and difficulty (1.20). An encounter shows the DM how hard it is, Trivial to Deadly, from the monsters' challenge ratings against the characters in it, and what it is worth in XP; one button shares that out, once. The sheet and the party overview show XP and when a level is due. Levelling up stays the DM's decision. - Subclasses are optional per campaign (1.21). With "Characters choose a subclass" unticked in the campaign's Settings nobody is asked, each class follows its first subclass, and none is named. - Conditions, exhaustion, counters and subclass features are reminders for the table: none of them changes a number on the sheet. - The docs cover all of it, with generated tables of what each subclass adds. - New migrations: a character's subclass; inspiration, exhaustion, conditions and spent counters on a character; the rounds left on a combatant's conditions; the XP awarded for an encounter; the campaign's subclass setting. - All packages at version 1.21.0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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e9f8169286 |
V1.14.0: spell slots, rests, and a level-up checklist
- Spell slots. Every class that casts has a slot tracker, worked out from class and level: the full-caster table for bards, clerics, druids, sorcerers and wizards, the half-caster table for paladins and rangers (from level 2), and a warlock's few slots of one level. It is in the Spellcasting card on the sheet and in the character panel, and the party overview has a column for it. A player presses Use to spend a slot; only the DM gives one back. - Rests. The DM's "Rest…" button, beside the character list and on the party overview, rests any of the party at once. A short rest shows which Hit Dice each character can roll and heals from what they rolled (typed in, or rolled by the site), and gives a warlock their slots. A long rest puts back HP, every spell slot and half the level in Hit Dice, and clears temp HP. - Hit Dice are counted: one per level, shown on the sheet, the panel and the party overview. - Level Up. "Level Up…" on a sheet takes a character up one level with the whole checklist: the new max HP and a full heal, the class's new special abilities for levels 2 to 10, a Boon where the level grants one (Toughened raises Extra AC, Hardy gives temp HP now and after each long rest), fresh spell slots and new spells, and the free upgrade of one standard weapon. - A level typed into the Level field still writes down what the class gains on the way up, and leaves a line where a Boon is owed. - The docs cover all of it, with a generated list of what each class gains at each level. The Hollowcrown seed's note no longer says to track spell slots on paper. - New migration: spent spell slots and Hit Dice on a character. - All packages at version 1.14.0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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9c97d61ce5 |
V1.12.0: worlds from a code, shops and cash in the seeds, up-to-date packages
- A DM can start a campaign from a ready-made world by typing its six-character code: "+ New Campaign" on the Campaigns page, then "Or start from a ready-made world". The whole world is built in one go with them as its DM: locations, weapons, items, spells, monsters, NPCs, encounters and notes. ALDENF is Aldenfell, HOLLOW is Hollowcrown. - A world is one file in /backend/seeds. Drop another in and its code works straight away, with no restart. "npm run seeds:check" lists every world, or what is wrong with one: a misspelt field, a name used twice, an encounter pointing at something the file does not have. A file with a mistake in it is never offered. docs/SEEDS.md has the format. - A seed can now hold everything a campaign can: gear effects, an NPC's wares and exchange rate, things for sale at an encounter, and rewards in silver, copper and cash. - The database seed creates the admin account and nothing else. The Aldenfell and Hollowcrown seed commands are gone: worlds come from codes. - Hollowcrown follows the V3 book: 4 starting items and 3 things equipped, the book's effects on every weapon and item, armor as items (library, modern and magic), worn gear at the book's levels, damage types on monsters, ten shop scenes with prices and stock, five money changers, Meridian loot as cash and mixed hoards as gold, silver and copper. - Aldenfell: the Shield and Leather Armor change AC, Mireille and the Founding Fair stalls sell things, and the book's missing scenes are in (E5, E7, E15, E16, E18, E23-24, E26, the Drowned Shrine, Sevrisk's Hollow, a wyvern pass). The locket is found with Investigation, as the book has it. - Packages are up to date: Prisma 7 (with the pg driver adapter and a prisma.config.js that holds the database URL), Express 5, zod 4, dotenv 18, jest 30, bcrypt 6 and TypeScript 7. "npm audit" finds nothing. Install scripts are approved for Prisma and bcrypt. On a server: "npm install", then "npm run deploy". - The frontend's five lint warnings are fixed; useAuth and usePagination have files of their own. - All packages at version 1.12.0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0124e3bc53 |
V1.11.0: gear that applies itself, equipping that matters, a character panel
- Weapons and items can carry effects: bonuses and penalties to AC, speed, initiative, max HP, passive Perception, ability scores, saving throws and skills, plus a note. They apply on their own while equipped and stop when the thing comes off. Armor is an item with an AC effect. The DM sets them with "Effects" on a row in the weapon or item pool. - The sheet's "armor bonus" is now "Extra AC", the DM's own adjustment on top of gear, and only the DM can set it. - Only what is equipped counts: a weapon has to be equipped to be used in an encounter. A character can have two things equipped at once, one of them a weapon (campaign settings). Equipping at the limit is refused with a message, and can be changed at any time, mid-encounter included. - A built-in item library: armor, shields, worn gear and supplies, with their effects set. The weapon library gains paired weapons (a pair of daggers is one weapon). - A floating character button on every page opens a panel with a character's numbers and everything they hold, with equip ticks. Players get their own characters, the DM everyone's, and each character card in an encounter has an Inventory button. It replaces the quick stats drawer. - A player's own characters stand out: marked and highlighted in encounters, with a button that jumps to their card; highlighted on the party screen; and listed once, not twice, on the campaign page. - All packages at version 1.11.0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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4a6a09bae8 |
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> |