Audited every calculation (26-agent adversarial workflow + hand-verification).
Core math was sound; fixed real bugs, closed parity gaps, and overhauled the
character-build UX. 396 -> 424 tests; lint clean; build green.
Correctness fixes:
- Heavy armor no longer applies a negative DEX penalty to AC (3 paths + default)
- 5e Exhaustion 4 (HP-max halved) implemented via deriveEffectiveMaxHp + badge
- PF2e dazzled no longer makes a creature easier to hit
- PF2e immunity 'all' zeroes all damage (was misfiled as a condition immunity)
- Director schema bounds; PF2e spell-save basis from the `basic` flag; 5e
disadvantage-only save guard; remove bogus Concentrating, add Broken/Quickened
- Fix 3 lint errors (useCloud hooks naming, useless escape, explicit any)
PF2e survival subsystem (parity with 5e death saves):
- mechanics/dying.ts (maxDying/isDead/knockOut/applyRecovery/pf2eRestDecay)
- DefensesSection knock-out + recovery-check + death UI; rest-decay in applyRest;
drained HP reduction
Character-build UX:
- Persisted abilityBuild (base + per-source contributions); sheet & wizard show
every ability source; higher-level PF2e gains L5/10/15/20 boosts
- Creation surfaces granted skills (incl. new PF2e background skill parsing)
- LevelUpModal enumerates features gained + prompts every owed choice (subclass,
feats, fighting style, ...) via collectChoices/collectFeatures/subclassPrompt
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Lay the foundation for full rules enforcement: a new pure, testable
mechanics kernel (src/lib/mechanics/) that derives structured, enforceable
game data from the loosely-typed compendium, plus the first user-facing
payoff (accurate armor AC + spell mechanics on the sheet).
- normalizers: spell (5e + pf2e), armor, monster defenses → typed
SpellMechanics / ArmorMechanics / DamageDefenses, with memoized derivers
wrapping the existing lazy compendium loaders (no new assets). 11 unit tests.
- character schema: spell entries snapshot concentration/save/damage at
compendium-link time; new top-level `concentration` slot and structured
`equippedArmor` (additive, defaulted). Dexie v14 migration backfills.
- AC model: baseArmorClass now consults equippedArmor (heavy = flat, medium =
Dex-capped) and falls back to the old 10+Dex formula when unarmored. Threaded
through every AC call site; armor picker added to the sheet (5e).
- compendium "Add spell to character" snapshots real mechanics via the kernel.
Backward-compatible: un-enriched spells/characters behave exactly as before.
Build + 244 unit tests green; armor→AC verified live in preview.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>