Files
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

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.