OpenFray

Features

The board that remembers

Your tracker knows the hit points. The fight is decided by everything else — who is concentrating, who has advantage on whom, what ends at the start of whose turn. OpenFray holds all of it, and works it into the rolls.

One swing, watched through: the Ogre is Prone and Baned, so its roll takes two d20s, keeps the lower, and loses the d4 — named right under the dice. Then the log files the receipt.

Two ends

Every effect knows whose roll it touches

The cleric drops Bane on the Ogre; the wizard paints it with Faerie Fire. Two badges, straight from the spell cards — and each one fires on the right roll, from its own end.

  • Outgoing. Bane rides the Ogre's own attack rolls and saving throws, subtracted where it rolls.
  • Incoming. Faerie Fire arms everyone who swings at it — the Advantage is theirs, and nobody has to be reminded.

Apply and manage effects, in the handbook →

Three tracker rows: the Ogre carrying advantage-against, Prone, and Bane chips between two untouched neighbors.
The badges live on the rows, where the fight is.

The receipts

The log shows its work

Every roll is kept with the dice behind it: both d20s and which one counted, the Bane d4 coming off, the total against the armor class. When someone asks how the club missed, the answer is one entry — a 20 sat wasted while Prone kept the 12, minus the Bane, plus 6: 14 against AC 18.

Three hours in, nobody re-litigates a ruling. The log remembers who had what, and when it ended.

One log entry: the Ogre’s Greatclub swing at Bram — two d20s at disadvantage with the 20 wasted, the kept 12 losing the Bane d4, a miss against AC 18.

One turn, held together

What runs by itself

  1. 1The turn startsSave-ends effects keyed to the start roll themselves. Recharge rolls. Durations tick.
  2. 2The creature actsEvery roll carries the effects that touch it, from either end, automatically.
  3. 3Damage landsIf the target was concentrating, the check is offered on the spot — DC worked out, both answers one click.
  4. 4The turn endsEnd-of-turn saves roll, timed effects count down, expired ones clear.
  5. 5The log writes it downEvery change lands in the game log, grouped by round, with the dice behind it.

No sticky notes

Everything on the board says when it leaves

Bane has 9 rounds left. Faerie Fire has 8. The Prone stays until someone stands up. Every effect on the board carries its own clock, ticks with the turns, and clears itself — no sticky note survives three rounds past its spell.

Clearing one early is the button beside it. The board never argues.

The applied-effects panel: Bane with 9 rounds left on each of its two riders, Faerie Fire with 8, and Prone until removed, each with its own clear button.
The applied-effects panel, mid-fight: every effect with its time left.

The rest of the memory

What else it keeps hold of

Resources count down

Legendary actions and resistances, recharge abilities, spell slots, limited uses, reactions — all tick as you play, so the mage's last slot is a fact, not a guess.

Reminders, not rulings

OpenFray surfaces what has to be remembered this round and takes a typed result anywhere. The judgment calls stay yours.

Rests restore the right things

A short or long rest restores what the rules say, clears what should end, and keeps what should not.

Presets

Your table's effects, bottled

An effect is rarely alone: the spell that frightens also reminds, carries a counter, and dents a stat. OpenFray stages the whole package and applies it as one badge — and named, it becomes a preset your table reuses for the rest of the campaign. The barbarian's Reckless Attack is the classic one to save.

Pick the conditions

The form opens on the board’s own state — the Ogre arrives already Prone — and Frightened joins with a click. Every chip is the rules list’s own, so the badge that lands means exactly what the book means.

Price the damage

A bonus or penalty, aimed where it belongs: −30 to the hit point maximum here, or to the rolls a creature makes, or to the rolls made against it. The label keeps the cause attached, so three rounds later nobody asks where the −30 came from.

Keep a secret

A counter tallies what only you should watch — how deep the current has pulled them. Marked hidden, it never reaches the player view: it starts at 0, ticks only when you say, and stays until you clear it.

Name the bundle

Named “Undertow”, the whole stack — conditions, reminder, counter, penalty — lands as one badge and clears together when the effect ends. Left blank, each part stands alone instead. The named ones become the presets your table reaches for all campaign.

The condition picker: Prone and Frightened selected among the full list of conditions.

In the handbook

See it hold a real fight