The director's proposed state changes are now one-click "Apply" actions. Nothing mutates a Character or Encounter until the human clicks Apply — the AI never writes game state on its own. - useDirectorAction (the 3rd anti-hallucination gate): re-resolves every action's target against the live roster/encounter and rejects unknowns, then routes through the pure kernel + combat engine — applyDamage/applyHealing/setTempHp/ updateCombatant (damage/heal/tempHp/condition), nextTurn (advanceTurn), logEvent (log), and castSpell/spendResource for caster actions. Persists via the transactional encountersRepo.mutate / charactersRepo.update. - No-auto-roll preserved: damaging a concentrating creature SURFACES a concentration save (concentrationDC) as a roll button — it is never auto-rolled. Massive-damage death is flagged. castSpell mirrors new concentration onto the combatant so later saves surface. - ActionCard gains a working Apply button (idempotent: disables after applying, shows the result/skip reason); applied actions append a system transcript entry so the next turn sees the new ground truth. 8 integration tests against a real Dexie cover each action→kernel patch, the concentration-save surfacing, and rejection of off-roster targets. 386 unit tests green; lint clean; build OK; verified the page renders + runs a turn on a clean load. Co-Authored-By: Claude Opus 4.8 <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.