Live 3-bar difficulty indicator in the top bar showing encounter difficulty (Trivial/Low/Moderate/High) based on the 2024 5.5e XP budget system. Automatically derived from PC levels and bestiary creature CRs. - Add optional level field (1-20) to PlayerCharacter - Add CR-to-XP and XP Budget per Character lookup tables in domain - Add calculateEncounterDifficulty pure function - Add DifficultyIndicator component with color-coded bars and tooltip - Add useDifficulty hook composing encounter, PC, and bestiary contexts - Indicator hidden when no PCs with levels or no bestiary-linked monsters - Level field in PC create/edit forms, persisted in storage Closes #18 Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
1.4 KiB
1.4 KiB
Specification Quality Checklist: Encounter Difficulty Indicator
Purpose: Validate specification completeness and quality before proceeding to planning Created: 2026-03-27 Feature: spec.md
Content Quality
- No implementation details (languages, frameworks, APIs)
- Focused on user value and business needs
- Written for non-technical stakeholders
- All mandatory sections completed
Requirement Completeness
- No [NEEDS CLARIFICATION] markers remain
- Requirements are testable and unambiguous
- Success criteria are measurable
- Success criteria are technology-agnostic (no implementation details)
- All acceptance scenarios are defined
- Edge cases are identified
- Scope is clearly bounded
- Dependencies and assumptions identified
Feature Readiness
- All functional requirements have clear acceptance criteria
- User scenarios cover primary flows
- Feature meets measurable outcomes defined in Success Criteria
- No implementation details leak into specification
Notes
- All items pass. Spec is ready for
/speckit.clarifyor/speckit.plan. - The spec references
creatureIdandplayerCharacterIdfield names — these are domain entity attributes, not implementation details. - Cross-dependency with spec 005 (PlayerCharacter) is documented in FR-011 and Assumptions.