Commit Graph
26 Commits
Author SHA1 Message Date
joshuaandClaude Opus 5.5 16b5ac05ca V1.30.0: class features that change a number are worked out on the sheet
- Unarmored Defense (barbarian, monk), Draconic Resilience, Fast Movement,
  Unarmored Movement, Aura of Protection, Diamond Soul, Slippery Mind and
  Jack of All Trades are counted, by level in the class that gives them
- Armor and shields are items marked with what kind they are, so the sheet
  knows when a character is unarmored or in heavy armor; the library's and
  the seeds' are marked
- The sheet lists the class features in force; a speed the DM set is final
- A cantrip can be cast with every spell slot spent (tested end to end)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 11:13:09 +02:00
joshuaandClaude Opus 5.5 555765916f V1.28.0: free roam, and completed encounters out of the way
- Free roam: a third kind of encounter. The DM ticks the nearby locations,
  the whole party is in it from the start, and each player sends their own
  character to a place
- A place shows who is found there and what is for sale; a character shops
  (a place's own shop, or an NPC's wares and exchange) only where they stand
- Locations can have a shop of their own; an NPC can be "found at" a location
- Completed encounters are hidden from the campaign's list until "Show
  completed" is ticked; moving an encounter works on the list as shown

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 09:30:16 +02:00
joshuaandClaude Opus 5.5 9b3637576d V1.27.0: battles that run themselves: track, targets, hit or miss, saves, auto-rolls
- Turn-order track: names coloured by PC, NPC or monster, this round, a flag
  where it ends, and the next round
- Target by clicking a name on the track, the card, or keys 1-9; whoever is
  on turn and every target show what they have in hand
- Attacks and spells are declared, rolled and applied: type or roll the d20
  and the app says hit, miss or critical; a save spell asks each target for
  its save against the caster's DC; the DM overrules anything and applies
- Critical damage by the campaign's rule; a spell spends its slot; a
  concentration save is called for
- Auto-rolled monster and NPC attacks: aimed (weighted), rolled, and offered
  to the DM to accept, edit or discard; hidden from players until accepted
- Monsters can have named attacks and multiattacks; spells say how they land
- A "What now" line tells the DM (and each player) what the scene waits on

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 09:14:04 +02:00
joshuaandClaude Opus 5.5 8811f14732 V1.26.0: dice that tumble, rolled by the server, seen by the DM
- Each die is drawn as its own shape, tumbles in and lands on its result;
  a natural 20 glows, a natural 1 shakes; respects reduced motion
- In a campaign the server makes every digital roll and keeps it
- The DM sees each roll as it lands: an "Everyone's rolls" tab in the
  roller, a pop-up beside the dice button, and a list on the encounter page
- Players see everyone's rolls or only their own, by the campaign setting;
  the DM can roll hidden
- Physical dice are typed in, one box per die, and checked; with "both",
  each person chooses in the roller
- game/dice.js: parsing, rolling, checking typed dice, critical damage

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 08:46:22 +02:00
joshuaandClaude Opus 5.5 c3f2b0dfa7 V1.25.0: the DM approves a level, each player takes their own
- "Level up..." beside Rest approves a level for any of the party at once;
  with XP tracked, those who have the XP start ticked
- Each player is told with a notice and picks for themselves in the checklist:
  class (multiclass), subclass, Boon, spells within the level's allowance,
  the weapon upgrade; a waiting level shows on the sheet and campaign page
- The DM sees who still has picks to make, and can finish or take back any
- Hit points on a level up can be rolled (campaign setting): by the site, or
  at the table and typed in with physical dice
- Toasts: notices that slide in over any page

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 08:30:31 +02:00
joshuaandClaude Opus 5.5 86ef106969 V1.24.0: multiclassing, by each class's own level
- With the campaign setting on, the level-up checklist asks which class gains
  the level; a new class needs both classes' ability requirements (2014 rules)
- HP, Hit Dice, features, Boons, subclasses and counters go by each class's
  own level; spell slots add up to a caster level, pact slots apart
- A first level in a new class writes its level-1 gifts and what it teaches
- Eldritch Knight and Arcane Trickster cast from level 3 with real slots
- The sheet shows each class's road to 20 and suggested multiclass routes
  (Hexadin, Sorlock, fighter dip...) with the character's progress and scores

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 16:14:57 +02:00
joshuaandClaude Opus 5.5 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>
2026-10-11 16:02:51 +02:00
joshuaandClaude Opus 5.5 e7b6e0065a V1.22.0: campaign settings for dice, scores, multiclassing, auto-rolls, XP and crits
- Settings grouped into Characters, Dice & rolls, Combat and Progression
- Dice: digital, physical or both; a campaign's own choice applies to every character
- Ability scores by 4d6, the standard array or point buy (27 points, 8 to 15)
- Track XP can be turned off for milestone levelling: XP is hidden and not awarded
- New settings saved ahead of their features: multiclassing, auto-rolled monster
  and NPC attacks, roll visibility, hidden monster rolls, HP on level up, crit rule
- docs/CAMPAIGN_SETTINGS.md lists every setting

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 15:12:05 +02:00
joshuaandClaude Opus 5.5 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>
2026-10-10 17:36:27 +02:00
joshuaandClaude Opus 5.5 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>
2026-10-10 10:47:56 +02:00
joshuaandClaude Opus 5.5 f04e3497f4 V1.12.2: fewer reloads, smaller downloads
- An action in an encounter no longer loads the encounter again: the
  answer to the action already holds it. Live updates that arrive
  together are answered with one reload, of the encounter or character
  that changed, where each used to reload every one on screen.
- Everything the site sends is compressed. Nothing in front of it did
  that (frp only tunnels), so the API and the built site now do it
  themselves: the main script is 100 kB on the wire, down from 330 kB.
- Each page is its own download, fetched the first time it is opened,
  so signing in does not wait on the encounter tracker or the builder.
- The library is fetched when one of its pickers is opened, where the
  campaign page used to fetch it on every visit by the DM.
- The database has indexes on the columns every list is looked up by,
  and checking that someone is in a campaign takes one query, not two.
- On a server: "npm install", then "npm run deploy", then build the
  frontend again and restart both.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 20:33:39 +02:00
joshuaandClaude Opus 5.5 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>
2026-10-08 16:03:16 +02:00
joshuaandClaude Opus 5.5 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>
2026-10-07 16:03:53 +02:00
joshuaandClaude Opus 5.5 c852ecb2e4 V1.10.0: NPCs change money and sell things
- An NPC can change gold and cash at a rate of their own ("2 gold = $15"),
  the same both ways. Only gold and cash are taken: no silver, no copper
  and no change, and the amount has to be a whole multiple of the rate.
- An NPC can sell weapons and items from the campaign pools, each with a
  price in any coin or in cash, a level and an optional stock. The wares
  follow the NPC into every quest. An encounter can sell things itself
  too, for a stall with nobody behind it.
- Trading is open only in an NPC quest in progress, never in a battle,
  with an NPC who is in the scene and standing, for a character who is in
  it. Players see every rate and ware and trade for their own character
  in a new Trade card; the DM can trade for anyone.
- Only the DM sets trade up: "Trade" on an NPC's row on the campaign page,
  and the DM's part of the Trade card for an encounter's own wares. A
  ware's price and stock can be edited afterwards.
- Every exchange and purchase is written to the character's money log.
- All packages at version 1.10.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 13:45:40 +02:00
joshuaandClaude Opus 5.5 bdce3399ee V1.9.0: full monster stat blocks, and cash ($)
- "+ Add Monster" takes the whole stat block: challenge rating, speed, the
  six ability scores, special trait and notes, as well as name, AC, HP,
  attack and damage. Damage can name its type ("1d6+2 necrotic").
- Monsters can be edited: "Edit" on a row opens the same form filled in.
  Copies already in encounters show the new stat block.
- The monster list shows each full stat block, the library picker shows
  speed and ability scores too, and removing a monster asks first.
- Characters have a fourth balance, cash ($), for crossover worlds. It is
  gained, spent, given and awarded like a coin, but it has no worth in
  coins: it is never exchanged or used to make change.
- `npm test` in the backend runs again (the script pointed at a jest path
  that does not exist in the workspace).
- All packages at version 1.9.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 13:15:55 +02:00
joshuaandClaude Opus 5.5 6b466d497e V1.8.0: the fallen are hidden, and allies can revive the dead
- A dead character, or a monster or NPC at 0 HP, is out of the fight: the
  server no longer sends it to players, target marks included, and it has
  no turn. Healing or reviving brings it straight back.
- The DM's screen leaves the fallen out too until "Show dead" is ticked,
  which lists them in a group of their own, marked hidden.
- Players see dead characters by name in a Fallen box. The player whose
  character is on turn in a battle gets "Try revive" there if that
  character is on their feet and knows a spell that revives, at a level
  they can cast. The dead come back at 1 HP.
- Spells have a "Revives" tick in the campaign's spell list. Revivify and
  Raise Dead have it, in the library and in existing campaigns.
- A dead character cannot be added to an encounter until revived.
- All packages at version 1.8.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 14:25:46 +02:00
joshuaandClaude Opus 5.5 754eb0ee68 V1.7.1: area attack AC penalty is a campaign setting
- The amount an area attack adds to each target's AC per extra target is
  now set per campaign, from 0 (no penalty) to 10. It starts at 2, so
  existing campaigns behave as before.
- The DM changes it in the campaign settings; the attack bar and the
  targets' cards use it.
- All packages at version 1.7.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 13:11:46 +02:00
joshuaandClaude Opus 5.5 f8cee43ca2 V1.7.0: area attacks on several targets
- More than one combatant can be marked as a target; the Target button now
  adds to the targets instead of moving the mark.
- Several targets make an area attack, which is harder to land: every
  target's AC counts as 2 higher for each target beyond the first. The
  attack bar shows the AC to beat, and each target's card names the penalty.
- The DM unticks any target the roll missed, then applies one total: split
  evenly between those hit (remainder to the first marked), or the full
  amount to each. Each share is shown before it is applied.
- The single target column from V1.6.0 becomes a list, carried over by the
  migration.
- All packages at version 1.7.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 13:01:42 +02:00
joshuaandClaude Opus 5.5 e4456b0df2 V1.6.0: targets and an attack bar in encounters
- One combatant at a time can be marked as the target with the Target
  button on its card. The DM can mark anyone at any time; a player can
  while their own character is on turn in a battle.
- The target's card is outlined for everyone and names who is going for it.
- While a target is marked the DM gets an attack bar above the list: who is
  attacking whom, the target's AC and HP, the attacker's weapons, spells or
  monster attack, and a box to apply damage or healing straight away.
- The target is cleared when the turn or round moves on, when the encounter
  begins, ends or is reopened, or when the target is removed.
- All packages at version 1.6.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 12:53:18 +02:00
joshuaandClaude Opus 5.5 ec48b65481 V1.5.0: death saves for characters at 0 HP
- A character at 0 HP is Dying, Stable or Dead. The tallies live on the
  character, so the sheet and the encounter card always agree.
- Death saves are typed in as the d20 showed: 10 or more succeeds, less
  fails, a 1 fails twice, a 20 puts the character back up at 1 HP. Three
  successes make them stable; three failures kill.
- Damage taken at 0 HP is a failed save and ends stable. A blow that leaves
  as much as max HP still to take after reaching 0 kills outright.
- Healing from 0 clears the tallies. The dead cannot be healed; the DM
  revives them at 1 HP.
- A player rolls and stabilises for their own character; the DM for anyone,
  and only the DM sets tallies by hand or revives.
- The party overview, campaign list and quick stats show the state.
- All packages at version 1.5.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 12:37:38 +02:00
joshuaandClaude Opus 5.5 4362b7423e V1.4.0: silver and copper, with automatic change
- A character's purse holds gold, silver and copper as separate coins:
  1 gold = 10 silver = 100 copper. The money log records each entry's coin.
- Spending and giving are paid from the whole purse: coins of the kind
  named go first, then the nearest bigger coin is broken (change comes back
  in as few coins as possible), then smaller coins are counted out. A
  payment is refused only when the whole purse isn't worth enough.
- Exchange converts one coin into another at the fixed worth.
- Encounter rewards and gifts between characters can be in any coin; the
  party overview shows the whole purse.
- All packages at version 1.4.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 11:56:24 +02:00
joshuaandClaude Opus 5.5 932e755895 V1.3.0: Hollowcrown seed, player visibility rules, initiative rolls, number limits, temp HP
- Hollowcrown: The Rift Between Worlds as its own seed (npm run
  seed:hollowcrown), built from the campaign book: pools, 58 monsters,
  57 NPCs, 28 locations, 72 encounters with rewards, and DM notes. Shared
  seeding logic moved to prisma/seedCampaign.js.
- What players can see: only encounters their own character is in; only
  the pool entries their character holds (plus starting options while
  building); only locations their character has been to; no invite code;
  no gold, inventory or money log of other players' characters. Socket
  events carry ids only and campaign rooms are members-only.
- Encounters have a location; while one is in progress its characters are
  there, and visits are remembered.
- Campaign setting to show players a health bar only for monsters and NPCs.
- Initiative is entered as the d20 roll (1-20) and the bonus is added;
  players can enter their own character's roll.
- Number fields enforce their limits when typing, and the API enforces
  the same limits.
- Temp HP shows on HP bars and absorbs damage before real HP.
- All packages at version 1.3.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 10:53:48 +02:00
joshuaandClaude Opus 5.5 28e1a84b64 V1.2.0: archive/delete campaigns and encounters, encounter sorting, change password, fuller seed
- Campaigns: DM can archive/restore; owner can delete. Archived campaigns
  move off the main list and stop accepting invite codes.
- Encounters: DM can archive/restore and delete, and arrange the campaign's
  own order; the list can also be sorted by name, status, type or date.
  Archived encounters are hidden from players' lists.
- Account page with change password (POST /auth/password).
- Seed is now additive (safe on a live database; --reset for the old wipe)
  and builds a fuller Aldenfell: earned weapons, item pool, spells, NPCs,
  and 28 battle/quest scenes with descriptions, DM notes and rewards.
- Vite preview host config for the deployed site.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 08:58:54 +02:00
joshuaandClaude Opus 5.5 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>
2026-10-05 16:47:28 +02:00
joshuaandClaude Opus 5.5 94067f1268 V1.0.1: Aldenfell campaign seed, content library, party overview
- Seed now resets the database and seeds the Aldenfell campaign from the
  campaign book: admin DM user, default weapons, locations, bestiary,
  pre-built encounters, and DM/shared notes
- Default weapon/spell/monster library, character profile fields,
  locations and dice mode (new migration)
- Party overview page, pagination, info tips, build preview calc
- Remove stale demo-login hint; notes preserve line breaks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 10:24:48 +02:00
joshua 9b29dc8253 Initial commit 2026-09-22 16:27:53 +02:00