Ported all 9 screens to the prototype layout (visual only; all data wiring, text, aria-labels, and testids preserved) via parallel agents + central verification: - Dashboard: editorial hero, party roster w/ HP meters + avatars, quests, threats, rolls. - Campaigns: cover-art deck cards + gilt rule + footer. - Character sheet + roster: hero header, StatCoin abilities, prof rows; grimoire cards. - Combat: glowing initiative rows (PC gilt / foe ember), condition badges, log. - Dice: die-pool glyphs, adv/dis segmented toggle, crit/fumble stage, history. - Compendium: Spectral stat blocks (ember headers, ability row). - Settings: grouped icon-tile cards. Live Session: room-code card, seat grid, player board. - Battle Map: carded list + tooled editor chrome (canvas untouched). Regression fixes after the ports: dice die-buttons aria-label `d4` not `Roll 1d4` (was colliding with the primary Roll button); map "Open player view" link uses an ExternalLink icon (test updated, ↗ glyph removed); seat-claim card gets a stable data-testid="seat-option" (redesign moved rounded-lg→rounded-xl). 223 unit + 34 e2e + 2 realtime green; tsc + eslint + build clean. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
TTRPG Manager
A local-first campaign manager for D&D 5e and Pathfinder 2e, built for both Game Masters and players. Runs entirely in the browser (installable as a PWA) — your data lives in IndexedDB on your device; no account, no server.
Features (MVP)
- Campaigns — create per-system campaigns; deleting one cascades to all its data.
- Characters — 5e/PF2e sheets with live derived stats: ability modifiers, proficiency, skills, saves, AC, initiative, HP (with damage/heal/temp). Autosaves.
- Combat tracker — initiative order, round/turn tracking, conditions, HP, and add/remove/reorder mid-fight without ever corrupting whose turn it is.
- Dice — full notation (
2d6+3,4d6kh3), advantage/disadvantage, seedable RNG, per-campaign roll history. - Compendium — searchable SRD bestiary, spells, and magic items. Add any monster straight into the open encounter.
Tech
- React 19 + TypeScript (strict) + Vite
- TanStack Router · Zustand · Zod · Dexie (IndexedDB) · Tailwind v4 · Fuse.js
- Vitest (unit) + Playwright (e2e), PWA via vite-plugin-pwa
Architecture
src/
lib/
rules/ # game-system abstraction — 5e & pf2e behind one RulesSystem interface
combat/ # pure, tested turn-order + HP engine
dice/ # notation parser + roller
db/ # Dexie schema + repositories (cascade deletes, validation on write)
schemas/ # Zod entity schemas — every number rejects NaN/Infinity
compendium/ # lazy SRD data loaders (code-split out of the main bundle)
features/ # campaigns, characters, combat, dice, compendium (UI)
components/ui/ # design-system primitives
data/srd/ # SRD JSON (Open5e + MPMB); regenerate with scripts/fetch_data.py
The rules layer means features never branch on if (system === '5e'); they call the
RulesSystem interface, so adding a system is a self-contained module.
Development
bun install
bun run dev # dev server at http://localhost:5173
bun run test # unit tests (vitest)
bun run test:e2e # end-to-end (playwright)
bun run build # typecheck + production build
bun run lint
Roadmap
Notes/journal, maps with fog of war, encounter/loot builders, a shared player view, PF2e compendium data, and an optional sync backend for real-time tables.
History
This is a from-scratch rebuild. The previous implementation (deleted) had ~135
documented bugs and no version control; its bug report is kept at
docs/OLD_BUG_HUNT_REPORT.md as a record of failure modes designed against here
(silent data loss, turn-order corruption, no cascade deletes, NaN inputs, dead
Tauri integration). The SRD data and Python scrapers were preserved.