- 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>
50 lines
3.7 KiB
Markdown
50 lines
3.7 KiB
Markdown
# Campaign Settings
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Each campaign has its own settings. The DM changes them on the campaign page
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under **Campaign Settings → Edit**, and players read them but can't change
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them. They are columns on the `Campaign` row (`backend/prisma/schema.prisma`),
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returned with the campaign by `GET /campaigns/:id`, and changed with
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`PATCH /campaigns/:id` (DM only). A world seed can set any of them
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([SEEDS.md](SEEDS.md)).
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Changing a setting never rewrites what already happened. For example,
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turning XP tracking off keeps everyone's XP; it just stops showing it.
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## Characters
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| Setting | Default | What it does |
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| `startingGold` | 0 | Gold every new character starts with. |
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| `startingItemCount` | 0 | How many starting weapons and items (together) the builder lets a character take. |
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| `startingSpellCount` | 0 | How many starting spells the builder lets a character take. |
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| `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). |
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| `skipMotivationRoll` | off | Leaves the motivation step out of the builder. |
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| `subclassesEnabled` | on | Characters choose a subclass. Off: each class follows its first subclass, unasked and unnamed. |
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| `multiclassEnabled` | off | On a level up, a character may take the level in another class whose ability requirements they meet. |
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| `maxEquipped` / `maxEquippedWeapons` | 2 / 1 | How much a character can have equipped at once, and how much of it can be weapons. |
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## Dice and rolls
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| Setting | Default | What it does |
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|---|---|---|
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| `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. |
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| `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. |
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| `hideMonsterRolls` | on | The DM's rolls for monsters and NPCs stay hidden from players until they are put into play. |
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## Combat
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| Setting | Default | What it does |
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| `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. |
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| `autoRollNpcs` | off | The same for NPCs. Friendly NPCs attack monsters; hostile ones attack the party. |
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| `showMonsterHp` | on | Players see the exact HP of monsters and NPCs. Off: they see a health bar. |
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| `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. |
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| `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. |
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## Progression
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| Setting | Default | What it does |
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| `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. |
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| `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. |
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