Features

ThreatLVL is a tool for game masters. Here is what it does, and what is on the way. Planned means designed and scoped; none of these statuses implies a date.

Running the game

FeatureStatus
Room & membership model
A Room is a campaign instance — a persistent world a GM hosts. Users belong to any number of Rooms, each with a GM or Player role.
In Progress
Event log
An append-only record of everything that happens in a Room — chat, dice rolls, actions, movement, map positions, whispers, dialog, and narration.
In Progress
Combat encounter loop
Starting an encounter, resolving each round, and ending it — the loop a GM drives during a fight.
Planned
Character progression
Awarding experience and levelling characters up, gated by the experience Cargo feature.
In Progress
Dice subsystem
Programmatic dice, toggleable per Room — and externally-rolled results accepted as first-class input, so a table that prefers physical dice loses nothing.
In Progress
D&D 5e (2014) ruleset
The D&D 5e 2014 rules, from SRD 5.1 — the base edition everything else is measured against.
In Progress
D&D 5e 2024 edition deltas
D&D 5e 2024 ('5.5e') support, modelled as deltas layered over the 2014 base rather than a second copy of the rules.
In Progress
Pathfinder ruleset
Pathfinder 1e as a tier-1 system, licensed under ORC.
In Progress
GURPS ruleset
GURPS 4e as a tier-1 system.
In Progress
Success at a Cost
A failed or marginal check can resolve as success with a GM-defined complication instead of a flat failure.
Planned
Vehicle & ship combat scale
Ships, vehicles and mechs as combatants with crew stations, so several players act aboard one combatant on a single initiative slot.
Planned
Depletion tracks
Named, pluggable resource pools beyond hit points — shields against hull, heat, power, ammo and reload, sanity or stress or corruption — each with its own depletion and recovery rules.
Planned
Shared resource pools
Momentum/Threat-style pools owned by the table or by the GM rather than by any single character.
Planned
Range bands
Band and zone distance as a first-class positional representation, not something derived from grid coordinates.
Planned
Loadouts
Slotted, modular gear — hardpoints, power draw, attachment slots — sitting alongside the weight- limited encumbrance model rather than replacing it.
Planned
Voice & narration recording
Capturing and storing session audio, gated so the platform is fully playable without it.
Planned
Map sidecar
Visual scene and positional rendering with character pins — an optional sidecar, never a requirement for play.
Planned
VTT integration
A bridge to Roll20, Foundry and other virtual tabletops, for groups who want to keep the map workflow they already have.
Planned

Campaign content

FeatureStatus
IR read-aloud, secrets & loot tables
The GM-facing structures a published adventure actually contains: read-aloud text, GM-only secrets, and rollable loot tables.
Planned
Book ingestion pipeline
Turning a published campaign book into provenance-tagged, structured content the engine can run - so a GM can use the books they already own.
In Progress

Playing together

FeatureStatus
GM and Player roles
GM and Player as distinct roles, with the capability difference enforced by the engine rather than the interface.
In Progress
Room invite flow
How a GM gets players into a Room — invitation, acceptance, and role assignment.
Planned
Character sheet creation & sync
Players build character sheets that live in the engine, persist across sessions, and are visible to the GM.
In Progress
Real-time multiplayer session
A GM and their players in one Room, seeing each other's actions as they happen.
In Progress
Cashless free play
Running a game requires no payment of any kind. No card, no subscription, no trial clock.
Planned

For creators

FeatureStatus
Author onboarding
How a third-party campaign creator joins the platform and publishes their first campaign.
Planned
Campaign sales
Authors sell campaign ebooks; the platform takes a revenue share.
Planned
Subscription tier
Unlimited library access for players, with authors paid by play-hours — a Spotify-shaped arrangement rather than a per-sale one.
Planned
Free tier & sample campaign
A sample campaign anyone can play without paying, demonstrating the platform end to end.
Planned
Author analytics
Showing authors how their campaigns actually play — engagement, where groups drop off, session length.
Planned

GM assistant

FeatureStatus
LLM combat & tactical support
LLM Phase A: suggesting monster actions in combat, which the GM accepts, rejects or embellishes.
Planned
LLM storytelling suggestions
LLM Phase B: proposing scene narration drawn from book content and current game state, for the GM to take or leave.
Planned
LLM NPC cognition
LLM Phase C: per-creature motivations, tactics and capability, so a dragon and a goblin pack think differently in identical circumstances.
Planned
GM supervision workflow
Inspect, accept, reject, embellish or re-roll — the affordances through which every LLM suggestion passes before it becomes real.
Planned

Optional by design

Dice, maps, voice recording and the GM assistant are all optional subsystems, and the game stays fully playable with any of them turned off. A table that rolls physical dice loses nothing: the engine treats externally-rolled results as first-class input.