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Backlog

Ideas and open work for MineDnD, roughly in priority order inside each section. Nothing here is promised: it's the list we pick the next feature from.

Size: S = an evening, M = a few sessions, L = a bigger project, probably split into several PRs. When an item is done, remove it from here; CHANGELOG.md records what shipped.

1. More ability effects

Every ability has its own effects now (see section 3.2 of How MineDnD works). Ideas left from their design, to add later if they're wanted; each would scale with the modifier, have a floor, be a world setting and show in the character sheet's tooltip:

Ability Idea In Minecraft Notes
WIS Perception Hostile mobs within N blocks glow briefly (client-only highlight) when they target you; the radius grows with WIS Very visible. Must be client-side only and capped, so it isn't an x-ray
WIS Divine recovery Natural regeneration is faster Overlaps with CON (health)
CHA Animal handling Tempt range (tempt_range attribute), taming chance, more twins when breeding Easy to feel; tempt_range is a vanilla attribute already
CHA Fear At high CHA weak hostile mobs (zombies, skeletons, spiders) sometimes back away instead of attacking Needs new AI behaviour; balance carefully
CHA Leadership Allies near a high-CHA player get a small bonus (aura) Makes CHA a party role; needs a party concept (see section 3)
WIS, CHA Active uses Abilities like "Cure Wounds" (WIS) and "Command" (CHA) tied to the ability rather than to items The heal and buff item abilities exist already

2. Engine first

MineDnD is the engine; the Default Content (namespace dnd5e) is one world built with it. The engine must work the same for any game master's datapack, and must never assume what the Default Content has.

  • Imbuing costs other than lapis (S, if a game master asks): the Imbue tab's third slot is the enchanting table's lapis slot, and a recipe can already set "lapis": 0; a recipe could name its own cost item.
  • Structure families for first-time XP (S, for modded structures): village, mineshaft, ocean ruin… variants count as one structure through a list of vanilla tags in the code; a setting or tag would let packs add their own.

Game master tools

  • Dice and checks (S-M): /roll 2d6+3 in chat, and /dnd check <player> wis 15 for the game master (an operator). It rolls a d20 plus the modifier, against a difficulty, and announces the result. The most "D&D" feature missing, and cheap.
  • Load report (S): /dnd info errors lists the datapack files the engine skipped and why, in game, so a game master doesn't need the log.
  • Item browser (M): an operator screen with every MineDnD item of the world, searchable, to give or inspect one, instead of /dnd give with ids.

3. Next features

  • Summon ability (M): a summon type for minednd:active_ability, a temporary wolf or golem (the other types, heal, buff, blink, area, leap and lightning, are done).
  • Charges and rests (M): a charges field on abilities, refilled by sleeping (long rest), as an alternative to cooldowns. Single-use scrolls are then charges: 1 plus "consume the item".
  • Classes and races (L): choose them at character creation, e.g. Fighter, Wizard, Rogue, Cleric; Dwarf, Elf, Halfling, Human. Each gives:
  • starting bonuses;
  • one passive (e.g. darkvision for dwarves);
  • suggested items. These should be datapack-driven like everything else.
  • Character creation screen (M): point-buy or 4d6 rolls on first join, instead of starting at 10 everywhere. A setting picks the method.
  • Parties (M): a group of players with shared XP and party-wide effects. It's the base for CHA leadership and for game master tools.

4. Nice to have

  • Proficiency and skills: Athletics, Stealth, Arcana, …, each tied to an ability, usable in checks.
  • Advantage / disadvantage on checks, and an "Inspiration" point the game master can award (one reroll).
  • Encumbrance: heavy items (armor, blocks) slow you when you carry too many, with a limit based on STR.
  • Death saves: a downed state instead of dying at once, where allies can revive you.
  • Short rest: sitting by a campfire restores some health and charges.
  • Initiative tracker for combat encounters run by a game master (turn order in a HUD).
  • Dice HUD: an animated d20 on screen when a check is rolled.
  • Feats and backgrounds: small permanent perks picked at certain levels.
  • Character sheet export: copy or share the sheet as text or an image.
  • More languages: Spanish, French, German (keep keys in sync with en_us.json).

5. Quality and tech debt

  • Hand-test the default content (S): check each enchantment's effect in combat. Make sure Sneak Attack only works while sneaking, Ranger's Volley shoots 3 arrows from a bow, and Hunter's Mark applies on arrow hits. Then do a balance pass of requirements against progression: a new character starts at 10, gets 3 points per level, and points can raise a score to 20.
  • Character sheet (S): explain what each ability does, with the numbers for your current score. This is needed once WIS and CHA have effects.
  • Pack format (S): min_format/max_format 121 is written in several places (the Default Content and example datapacks, the docs, the in-game tests). Check it on each Minecraft update.
  • GitHub settings (S): turn on Automatically delete head branches. Then a stacked PR moves to main by itself when its base is merged; PR #8 got stranded without it.
  • Publishing (M): a Modrinth project page for the mod itself, not only the .mrpack.