DeepSeek is a reasoning model — its chain-of-thought counts against the completion budget. The 1024 max_tokens default let it burn the whole budget "thinking" and get cut off (finish_reason: length) with an empty content, which read as a parse failure. Raise DEFAULT_MAX_TOKENS to 4096 so it can finish reasoning AND emit the JSON. Also return a clear error on empty responses. The spiral was triggered by a contradictory prompt: the fight was already "deadly" yet the advisor still asked the model to "add creatures to reach Deadly." Skip the LLM when the target tier isn't actually harder than the current one and let the deterministic path ease the over-tuned fight instead. 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.