Summary
Exploratory issue. Daggerheart uses spotlight-based pacing rather than rounds, so a simple round counter is not the right primitive. Before building anything, we need to decide what — if anything — is worth tracking as a GM runs an encounter.
Questions to answer
- What events are meaningful to record? Candidates: spotlight shifts, damage dealt/taken per adversary, time-to-defeat per adversary, total elapsed time, fear spent/gained
- Is this GM-facing (visible during play) or post-encounter (summary after ending)?
- Does any of this feed back into difficulty assessment for future encounters?
- What's the minimum useful signal vs. what becomes noise at the table?
Notes
- The runner nav title comment
"<name> · R<round>" in EncounterRunnerView.swift is stale and should be removed when this is resolved
- Do not build round tracking — it does not map to Daggerheart's spotlight model
- Hope/fear economy during a session may be a more meaningful metric than turn counts
Depends on
Summary
Exploratory issue. Daggerheart uses spotlight-based pacing rather than rounds, so a simple round counter is not the right primitive. Before building anything, we need to decide what — if anything — is worth tracking as a GM runs an encounter.
Questions to answer
Notes
"<name> · R<round>"inEncounterRunnerView.swiftis stale and should be removed when this is resolvedDepends on