- 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>
3.7 KiB
3.7 KiB
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).
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. |