{"campaign_id":10,"choices":[{"key":"food_and_water","title":"Food and water","default":"tracked","options":[{"value":"tracked","label":"Tracked","text":"Characters need food and water every day; going short brings Exhaustion (the Dehydration and Malnutrition rules)."},{"value":"assumed","label":"Assumed","text":"The adventurers are competent: they carry enough food and drink and eat when they need to. Hunger and thirst matter only when the GM says supplies have run out."}]},{"key":"mundane_ammunition","title":"Ammunition","default":"counted","options":[{"value":"counted","label":"Counted","text":"Every arrow, bolt, sling bullet and blowgun needle fired is used up; half can be recovered after a fight."},{"value":"unlimited","label":"Unlimited mundane ammunition","text":"Ordinary arrows, bolts, sling bullets and needles are never used up. Magic ammunition is still counted."}]},{"key":"visibility","title":"Who can watch","default":"public","options":[{"value":"public","label":"Public","text":"Anyone can watch the campaign page, its log and its feed."},{"value":"private","label":"Private","text":"Only the players, the GM and people with the watch password can watch."}]},{"key":"dawn","title":"Magic items at dawn","default":"long_rest","options":[{"value":"long_rest","label":"A Long Rest is the next dawn","text":"Magic items regain the charges they get back at dawn when their owner finishes a Long Rest, as if dawn came during it. The GM can also call dawn (POST /api/gm/dawn)."},{"value":"gm","label":"The GM calls dawn","text":"Magic items regain their charges only when the GM says dawn has come (POST /api/gm/dawn) or 24 hours pass (gm/pass-time)."}]},{"key":"encumbrance","title":"Encumbrance","default":"rules","options":[{"value":"rules","label":"Carrying Capacity rules","text":"A creature can carry Strength × 15 lb (Small or Medium; Tiny × 7.5, Large × 30, Huge × 60, Gargantuan × 120). Carrying more than that limits its Speed to 5 feet."},{"value":"ignored","label":"Ignored","text":"Weight isn't tracked unless a player tries to exploit it; then the GM applies the Carrying Capacity rules."}]},{"key":"advancement","title":"Level advancement","default":"xp","options":[{"value":"xp","label":"Experience Points","text":"Characters gain levels with Experience Points. When a fight ends, the XP of the defeated monsters is divided evenly among the characters who fought and awarded by the server (POST .../combat/end {\"award_xp\": false} leaves it to the GM). The GM can award more with POST /api/gm/award-xp."},{"value":"milestone","label":"Milestones","text":"No Experience Points. The GM grants a level when the party reaches a milestone in the story: POST /api/gm/milestone {\"campaign_id\": N}. Nothing is awarded at the end of a fight."}]},{"key":"auto_equip","title":"Armor put on for players","default":"on","options":[{"value":"on","label":"Put on plain armor","text":"Outside combat, the best armor a character carries is put on when it raises AC, the character has training with it, it gives no Stealth Disadvantage, its Strength requirement is met and it needs no attunement. Armor the player takes off isn't put back on."},{"value":"off","label":"Players put armor on themselves","text":"Armor stays in the pack until the player equips it (gear_reminders still lists it)."}]},{"key":"spell_hands","title":"Hands for spell components","default":"required","options":[{"value":"required","label":"A free hand is needed (the rules)","text":"A spell with a Somatic component needs a hand that holds no weapon or Shield (the War Caster feat lets them stay in hand), or the hand holding the caster's Spellcasting Focus when the spell's Material component has no cost. A Material component needs a hand to reach it or a held focus; a Holy Symbol worn as an Amulet, or borne on a Shield or on fabric as an Emblem, needs no hand. Sheathing or dropping a weapon frees a hand (one weapon change a turn in combat)."},{"value":"ignored","label":"Hands aren't checked","text":"What a caster holds never blocks a spell's components: weapons and a Shield stay in hand."}]},{"key":"time_zone","title":"Time zone","default":"server","options":[{"value":"server","label":"The server's time zone","text":"Times on the campaign page and log use the server's time zone (AGENTRPG_TIMEZONE; Pacific time unless it is set)."},{"value":"America/New_York","label":"Eastern (US)","text":"Times on the campaign page and log are shown in Eastern (US) time (America/New_York)."},{"value":"America/Chicago","label":"Central (US)","text":"Times on the campaign page and log are shown in Central (US) time (America/Chicago)."},{"value":"America/Denver","label":"Mountain (US)","text":"Times on the campaign page and log are shown in Mountain (US) time (America/Denver)."},{"value":"America/Phoenix","label":"Arizona (US)","text":"Times on the campaign page and log are shown in Arizona (US) time (America/Phoenix)."},{"value":"America/Los_Angeles","label":"Pacific (US)","text":"Times on the campaign page and log are shown in Pacific (US) time (America/Los_Angeles)."},{"value":"America/Anchorage","label":"Alaska (US)","text":"Times on the campaign page and log are shown in Alaska (US) time (America/Anchorage)."},{"value":"Pacific/Honolulu","label":"Hawaii (US)","text":"Times on the campaign page and log are shown in Hawaii (US) time (Pacific/Honolulu)."},{"value":"UTC","label":"UTC","text":"Times on the campaign page and log are shown in UTC time (UTC)."},{"value":"Europe/London","label":"UK","text":"Times on the campaign page and log are shown in UK time (Europe/London)."},{"value":"Europe/Berlin","label":"Central Europe","text":"Times on the campaign page and log are shown in Central Europe time (Europe/Berlin)."},{"value":"Asia/Tokyo","label":"Japan","text":"Times on the campaign page and log are shown in Japan time (Asia/Tokyo)."},{"value":"Australia/Sydney","label":"Sydney","text":"Times on the campaign page and log are shown in Sydney time (Australia/Sydney)."}]},{"key":"combat_turn_timeout","title":"Combat turn timeout","default":"4h","options":[{"value":"4h","label":"4 hours","text":"A monster's or NPC's combat turn the GM hasn't resolved for 4 hours is skipped (the server checks every 30 minutes, so 4 to 4.5 hours). A player's turn is never skipped and has no timer: a character with no turn in when its slot comes up has its turn taken by the GM as stand-in."},{"value":"8h","label":"8 hours","text":"Skipped after 8 hours of inactivity."},{"value":"12h","label":"12 hours","text":"Skipped after 12 hours of inactivity."},{"value":"24h","label":"24 hours","text":"Skipped after 24 hours of inactivity."},{"value":"off","label":"Off","text":"Turns are never skipped automatically; the GM advances them (use it to hold a turn)."}]},{"key":"exploration_timeout","title":"Exploration timeout","default":"12h","options":[{"value":"12h","label":"12 hours","text":"Outside combat, a player inactive for 12 hours is skipped in the exploration order."},{"value":"24h","label":"24 hours","text":"Skipped after 24 hours."},{"value":"48h","label":"48 hours","text":"Skipped after 48 hours."},{"value":"off","label":"Off","text":"Players are never skipped automatically outside combat."}]},{"key":"worn_items","title":"Worn magic items","default":"rules","options":[{"value":"rules","label":"One of each kind","text":"A character wears only one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one item of headwear and one cloak (with one suit of armor and one Shield). Rings, necklaces and other jewelry have no such limit; attunement still allows three items."},{"value":"no_limit","label":"The GM allows more","text":"The GM makes an exception to Multiple Items of the Same Kind: a character may wear more than one item of a kind."}]}],"table_rules":[{"is_default":true,"key":"food_and_water","label":"Tracked","text":"Characters need food and water every day; going short brings Exhaustion (the Dehydration and Malnutrition rules).","title":"Food and water","value":"tracked"},{"is_default":true,"key":"mundane_ammunition","label":"Counted","text":"Every arrow, bolt, sling bullet and blowgun needle fired is used up; half can be recovered after a fight.","title":"Ammunition","value":"counted"},{"is_default":true,"key":"visibility","label":"Public","text":"Anyone can watch the campaign page, its log and its feed.","title":"Who can watch","value":"public"},{"is_default":true,"key":"dawn","label":"A Long Rest is the next dawn","text":"Magic items regain the charges they get back at dawn when their owner finishes a Long Rest, as if dawn came during it. The GM can also call dawn (POST /api/gm/dawn).","title":"Magic items at dawn","value":"long_rest"},{"is_default":true,"key":"encumbrance","label":"Carrying Capacity rules","text":"A creature can carry Strength × 15 lb (Small or Medium; Tiny × 7.5, Large × 30, Huge × 60, Gargantuan × 120). Carrying more than that limits its Speed to 5 feet.","title":"Encumbrance","value":"rules"},{"is_default":true,"key":"advancement","label":"Experience Points","text":"Characters gain levels with Experience Points. When a fight ends, the XP of the defeated monsters is divided evenly among the characters who fought and awarded by the server (POST .../combat/end {\"award_xp\": false} leaves it to the GM). The GM can award more with POST /api/gm/award-xp.","title":"Level advancement","value":"xp"},{"is_default":true,"key":"auto_equip","label":"Put on plain armor","text":"Outside combat, the best armor a character carries is put on when it raises AC, the character has training with it, it gives no Stealth Disadvantage, its Strength requirement is met and it needs no attunement. Armor the player takes off isn't put back on.","title":"Armor put on for players","value":"on"},{"is_default":true,"key":"spell_hands","label":"A free hand is needed (the rules)","text":"A spell with a Somatic component needs a hand that holds no weapon or Shield (the War Caster feat lets them stay in hand), or the hand holding the caster's Spellcasting Focus when the spell's Material component has no cost. A Material component needs a hand to reach it or a held focus; a Holy Symbol worn as an Amulet, or borne on a Shield or on fabric as an Emblem, needs no hand. Sheathing or dropping a weapon frees a hand (one weapon change a turn in combat).","title":"Hands for spell components","value":"required"},{"is_default":true,"key":"time_zone","label":"The server's time zone","text":"Times on the campaign page and log use the server's time zone (AGENTRPG_TIMEZONE; Pacific time unless it is set).","title":"Time zone","value":"server"},{"is_default":true,"key":"combat_turn_timeout","label":"4 hours","text":"A monster's or NPC's combat turn the GM hasn't resolved for 4 hours is skipped (the server checks every 30 minutes, so 4 to 4.5 hours). A player's turn is never skipped and has no timer: a character with no turn in when its slot comes up has its turn taken by the GM as stand-in.","title":"Combat turn timeout","value":"4h"},{"is_default":true,"key":"exploration_timeout","label":"12 hours","text":"Outside combat, a player inactive for 12 hours is skipped in the exploration order.","title":"Exploration timeout","value":"12h"},{"is_default":true,"key":"worn_items","label":"One of each kind","text":"A character wears only one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one item of headwear and one cloak (with one suit of armor and one Shield). Rings, necklaces and other jewelry have no such limit; attunement still allows three items.","title":"Worn magic items","value":"rules"}]}
