- 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>
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3.4 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: each character picks one or the other before their first build roll. |
rollVisibility |
ALL |
ALL: everyone sees every roll. OWN: a player sees only their own rolls. The DM always sees every roll. |
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. |