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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. 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+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.
  • More item abilities (M): new minednd:active_ability types:
  • 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 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.
  • 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_format 121 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 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.