- Inventory: items linked to PCs with name, qty, ENC, category; effective FP = STR+CON minus total ENC carried; CRUD API + inline UI on Characters tab - Adventure scene engine: new tab with procedural CYOA choices (Fight, Sneak, Talk, Investigate, Flee) resolved via skill checks; scenes generated from any rollable table with automatic L2 cascade; scene state persisted in DB - Fix total HP formula: was CON+SIZ, now correctly ceil((CON+SIZ)/2) per RQ3 - Fix hit location HPs: were computed from wrong total HP, now correct - Add fatigue points (STR+CON) to derived stats - Add all seven skill category modifiers computed from characteristics (primary/secondary/negative influences per rulebook), shown in generator UI - Add base skill computation (computeBaseSkills) for use in scene engine - Add RQ3 Players Book to docs/ as reference
1.6 KiB
1.6 KiB
RQ3 Story Tool — To-Do
High priority (mechanics gaps)
- Call
resolveHeadInjury()in the attack handler when a Head hit penetrates armor - Resolve stuck-weapon follow-up after impale/slash special hits (
attemptWeaponRemoval,removeStuckWeaponFromSelf,removeStuckWeaponWithFirstAid)
Medium priority (missing features)
- Build strike-rank round scheduling UI (round counter, Next Round button, SR-ordered action display using
buildStrikeRankSchedule) - Add API routes and UI for the experience/improvement system (
markWeaponExperienceChecked,updateWeaponSkillPercent,applyImprovement) - Add Layer 3 (and possibly Layer 4) sub-tables to the Norse encounter tables so rolls can cascade deeper
- Add a character location / destination tracker — where the PC currently is and where they are heading (used to contextualise encounters and travel events)
- Player character generator — stat rolls, derived stats, skills, weapons, hit locations; needed for combat and skill checks
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/:idendpoint and a spell mapping management UI - Add weapon and spell editing forms to NPC stat block view (currently only available for enemies)
Correctness fixes
- Fix
rollOnTableto roll the table's actual dice notation and match the range, instead of picking a flat random row index - Fix
state.dirtybeing set totrueon GET requests
Cleanup
- Remove dead
state.reactionTypefrom frontend state