-
As many stats/fields as possible should be auto calculated
-
Support teporary statuses
- e.g. Broken Leg -2 str
- underwater +2 perception
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Support Items, including modifiers
- +2 strength belt
-
One click spell resource tracking
- works for skills too
-
long/short rests
-
quick change equipment loadouts
-
update party members with result of spells
- send inspiration to another player and have it render a stat bonus on their sheet
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Allow for DM to manage
- players
- gift items
- impose status effects
- signal levelup
- long/short rest
- overide stats
- done through the use of temporary statuses?
- e.g. Suffocating pressence of Zura, perception is 1
- Items
- create items and hand them out whenever needed
- Encounters
- track initiave
- create and manage monster stat blocks
- classes/features
- create custom classes and share with players in campaign
- make custom spells or abilities available
- pressence / ion stones
- players
- All players/items/classes/monsters/campaigns/users will have a UUID to be referneced anywhere
- 3 tables to handle the stat dependancy tree
- Node table
- holds values
- Things like Strength, Wisdom, BAB
- Edges table
- holds dependencies
- e.g. Strength --> Strength Modifier
- Calc table
- holds calculation methods for nodes
- e.g. Str Mod. = (Base Strength + Strength Modifiers - 10) / 2
- (I know this is the wrong formula)
- Node table
- sum of fixed list
- sum of modifiers
- x / 2 - 5
- if b defined then b else a
- multiply by fraction
Login
+-- Homepage
+
+-- All Character Sheets
| +-- View
| +-- Create
+-- Campaigns
| +
| +-- Players/Characters
| +-- Campaign Items (DM)
| +-- Campaign Monsters (DM)
| +-- Campaign Classes (DM)
| +-- Campaign Notes
+-- Items
+-- Classes
| +-- View
| +-- Create
+-- Notes
| +-- View
| +-- Create
+-- Settings
- lucide.dev/icons/
version A
stats:
levels:
total: sum(classes)
classes:
- monk: static
base_strength: static
temp_strength: static
calculated_strength:
- condition: if set temp_strength
formula: temp_strength + sum(strength_modifiers)
- formula: base_strength + sum(strength_modifiers)
strength_modifier: calculated_strength / 2 - 5
bab: for each class - floor(sum(class_bab * class_lvl))
attack_unarmed:
tags: unarmed
attack: bab + strength_modifier
damage: 1d10
attack_fob:
tags: unarmed
attack: level.monk - 2
damage: 1d10
version B
strength_modifier:
sub:
div:
field: calculated_strength
value: 2
value: 5
bab:
floor:
sum_prod:
- class_bab
- class_lvl