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
| Feature | Status |
|---|---|
| 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
| Feature | Status |
|---|---|
| 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
| Feature | Status |
|---|---|
| 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
| Feature | Status |
|---|---|
| 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
| Feature | Status |
|---|---|
| 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.