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. Needs design: Wisdom and Charisma¶
Today the six abilities don't pull equal weight:
| Ability | What it does now |
|---|---|
| STR | Melee damage, log chopping speed |
| DEX | Movement speed, air control, attack rate (melee, bow, crossbow, trident) |
| CON | Max health, slower hunger |
| INT | More XP from mining and kills |
| WIS | Nothing on its own: only requirements (items, rules, enchantments) |
| CHA | Nothing on its own: only requirements |
So a player who puts points into WIS or CHA gets less out of them than with any other ability. Both need passive effects that fit D&D and can be felt in Minecraft. Like the others, each effect should:
- scale with the modifier (score 10 = no effect; below 10 = a small malus);
- have a minimum (a floor);
- be configurable in settings.json;
- show in the character sheet.
Wisdom: perception, insight, willpower, nature¶
| Idea | In Minecraft | Notes |
|---|---|---|
| Willpower saves | Harmful effects (poison, wither, slowness, weakness, nausea, darkness, mining fatigue) last less | The closest match to D&D WIS saving throws. Easy hook: the duration when an effect is applied. Low WIS = they last longer |
| 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 |
| Survival / nature | Bonus crop and animal drops, better fishing luck (luck attribute) |
Overlaps a bit with INT (XP) and the Halfling Luck enchantment |
| Insight into magic | Enchanting tables cost fewer levels, or show more offers | Ties into INT requirements on the enchanting table |
| Divine recovery | Natural regeneration is faster | Overlaps with CON (health) |
Suggestion: willpower saves + perception. One defensive and one exploration effect, both clearly "Wisdom".
Charisma: persuasion, presence, leadership¶
| Idea | In Minecraft | Notes |
|---|---|---|
| Persuasion | Villager trade prices go down (or up with low CHA) | The most natural fit: like Hero of the Village, but permanent. Hook: the villager's special prices when trading starts |
| Animal handling | Tempt range (tempt_range attribute), taming chance, more twins when breeding |
Easy to feel; tempt_range is a vanilla attribute already |
| Bartering | Better piglin bartering results | Small, flavorful |
| Intimidation | Hostile mobs notice you from closer (lower follow range), and some may flee at high CHA | Strong effect: needs balancing |
| Leadership | Allies near a high-CHA player get a small bonus (aura) | Makes CHA a party role; needs a party concept (see section 2) |
| Reputation | Villages and iron golems like you more | Hard to show to the player |
Suggestion: persuasion (trade prices) + animal handling. Intimidation or leadership can come later, when there are parties.
Questions to answer first¶
- Should every ability get exactly two passive effects, for balance?
- Can the malus for scores below 10 be harsh (e.g. CHA 6 = trades cost more)? Or should it stay mild so nobody feels forced into an ability?
- Do WIS and CHA also get active uses: abilities like the fireball, e.g. "Cure Wounds" (WIS) and "Command" (CHA)? See More item abilities below.
Size: M for each ability once decided (effects + settings + editor fields + docs + translations).
2. Next features¶
- Dice and checks (S-M):
/roll 2d6+3in chat, and/dnd check <player> wis 15for 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. - More item abilities (M): new
minednd:active_abilitytypes: heal(Cure Wounds, scales with WIS);buff(an effect on yourself or on allies nearby);blink(a short teleport, Misty Step);area(a knockback burst, Thunderwave);summon(a temporary wolf or golem).- Charges and rests (M): a
chargesfield on abilities, refilled by sleeping (long rest), as an alternative to cooldowns. Single-use scrolls are thencharges: 1plus "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.
- MineDnD items in loot (S): put items into vanilla loot tables (dungeons, strongholds, end cities) with weights, so the ones without a recipe (legendary items) can be found.
- 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.
3. 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.
- Custom textures and models: an optional resource pack so magic items don't look like vanilla ones.
- More languages: Spanish, French, German (keep keys in sync with
en_us.json).
4. 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.
- Automated in-game tests (M): Fabric game tests for requirement rules, item abilities and stat effects, so CI catches regressions that unit tests can't.
- Editor:
- (M) a form for enchantment effects, which are raw JSON today;
- (S) "copy from default content", to start a datapack from a built-in file;
- (S) a tooltip preview of the item.
- 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_format121 is written in several places (editor, docs, built-in pack). Check it on each Minecraft update. - GitHub settings (S): turn on Automatically delete head branches. Then a stacked PR moves to
mainby 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.