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# RQ3 Story Tool — To-Do
## High priority (mechanics gaps)
- [x] Fix `rollOnTable` to roll the table's actual dice notation instead of picking a flat random row — now affects the adventure engine (Culture Table, Occupation Tables) where unequal row ranges matter
- [x] Resolve stuck-weapon follow-up after impale/slash special hits (`attemptWeaponRemoval`, `removeStuckWeaponFromSelf`, `removeStuckWeaponWithFirstAid`)
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## Medium priority (missing features)
### Adventure / CYOA
- [x] Add character location / destination tracker — where the PC currently is and where they are heading; used to auto-select which encounter table to roll
- [ ] Add Layer 3 (and possibly Layer 4) sub-tables to the Norse encounter tables so scene descriptions cascade into richer detail
- [ ] Add a Previous Experience step to the PC generator (culture → occupation → skills, magic, equipment) using the imported occupation tables
- [ ] Wire PC weapon skills into adventure scene choices so "Fight" shows the correct attack %
- [ ] Persist scene history so the adventure log reads as a continuous narrative
### Combat
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- [ ] Build strike-rank round scheduling UI (round counter, Next Round button, SR-ordered action display using `buildStrikeRankSchedule`)
### Other
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- [ ] Add API routes and UI for the experience/improvement system (`markWeaponExperienceChecked`, `updateWeaponSkillPercent`, `applyImprovement`)
## Low priority (polish)
- [ ] Wire up the export reminder modal (show on `beforeunload`, hook up Export Now / Leave Anyway / Cancel buttons)
- [ ] Add `DELETE /api/spell-mappings/:id` endpoint and a spell mapping management UI
- [ ] Add weapon and spell editing forms to NPC stat block view (currently only available for enemies)
- [ ] Add item editing (change qty inline) and ENC-per-item display to inventory UI
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## Correctness fixes
- [ ] Fix `state.dirty` being set to `true` on GET requests
## Cleanup
- [ ] Remove dead `state.reactionType` from frontend state
## Done
- [x] Player character generator — random/deliberate/combined methods, correct RQ3 derived stats
- [x] Fix total HP formula (was CON+SIZ, now ceil((CON+SIZ)/2)); fix hit location HPs
- [x] Skill category modifiers (all 7, primary/secondary/negative influences) + fatigue points
- [x] Inventory system — items with ENC tracking, effective FP = STR+CON total ENC
- [x] Adventure scene engine — procedural CYOA choices resolved via skill checks; scene state persisted
- [x] Import RQ3 character creation tables (Culture, Occupation, Craft, Language, Aging, etc.) with cross-table links