# Campaign Settings Each campaign has its own settings. The DM changes them on the campaign page under **Campaign Settings → Edit**, and players read them but can't change them. They are columns on the `Campaign` row (`backend/prisma/schema.prisma`), returned with the campaign by `GET /campaigns/:id`, and changed with `PATCH /campaigns/:id` (DM only). A world seed can set any of them ([SEEDS.md](SEEDS.md)). Changing a setting never rewrites what already happened. For example, turning XP tracking off keeps everyone's XP; it just stops showing it. ## Characters | Setting | Default | What it does | |---|---|---| | `startingGold` | 0 | Gold every new character starts with. | | `startingItemCount` | 0 | How many starting weapons and items (together) the builder lets a character take. | | `startingSpellCount` | 0 | How many starting spells the builder lets a character take. | | `abilityScoreMethod` | `ROLL_4D6` | How the builder makes the six scores: `ROLL_4D6` (roll 4d6 and drop the lowest, six times, then place them), `STANDARD_ARRAY` (place 15, 14, 13, 12, 10 and 8), or `POINT_BUY` (every score starts at 8 and is raised with 27 points, to 15 at most). | | `skipMotivationRoll` | off | Leaves the motivation step out of the builder. | | `subclassesEnabled` | on | Characters choose a subclass. Off: each class follows its first subclass, unasked and unnamed. | | `multiclassEnabled` | off | On a level up, a character may take the level in another class whose ability requirements they meet. | | `maxEquipped` / `maxEquippedWeapons` | 2 / 1 | How much a character can have equipped at once, and how much of it can be weapons. | ## Dice and rolls | Setting | Default | What it does | |---|---|---| | `diceMode` | `BOTH` | `DIGITAL`: the app rolls every die. `PHYSICAL`: everyone rolls real dice and types in what they show (the server checks each value is on the die). `BOTH`: either. In the builder each character picks one before their first roll; in the dice roller each person ticks "I roll real dice" when they want to. It covers the builder, the dice roller and the hit point roll on a level up. | | `rollVisibility` | `ALL` | Who sees a roll made in the dice roller. `ALL`: everyone sees every roll. `OWN`: a player sees only their own rolls. The DM always sees every roll, and can roll hidden either way. | | `hideMonsterRolls` | on | The DM's rolls for monsters and NPCs stay hidden from players until they are put into play. | ## Combat | Setting | Default | What it does | |---|---|---| | `autoRollMonsters` | off | When a monster's turn comes up in a battle, the server picks its target, rolls the attack and the damage, and offers the result to the DM to accept, change or throw out. | | `autoRollNpcs` | off | The same for NPCs. Friendly NPCs attack monsters; hostile ones attack the party. | | `showMonsterHp` | on | Players see the exact HP of monsters and NPCs. Off: they see a health bar. | | `critRule` | `DOUBLE_DICE` | What a critical hit does to damage. `DOUBLE_DICE`: the damage dice are rolled twice. `MAX_PLUS_ROLL`: the dice count at their maximum, plus one roll of them. | | `areaAttackAcPenalty` | 2 | In an attack on several targets, each target's AC counts this much higher for every target after the first. 0 turns it off. | ## Progression | Setting | Default | What it does | |---|---|---| | `trackXp` | on | Experience points are kept: on the sheets, awarded after encounters, with "level up due" shown. Off (milestone levelling): no XP is shown or awarded, and the DM decides when the party levels. | | `hpOnLevelUp` | `AVERAGE` | How maximum HP grows on a level up. `AVERAGE`: the hit die's average, rounded up, plus Constitution. `ROLL`: a roll of the hit die plus Constitution. |