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Goals are rows of their own, apart from what happened; the character is the playthrough's

Context and Problem Statement

A playthrough's build was a single plan: a summary, a mainStat and targets as { stat: value }, overwritten by every record. What happened (sessions, dated stat snapshots) was kept; what the player wants to get to was not. Planning the Lies of P build showed what that loses: the order ("Vigor straight to 20, then Technique") lived only in the free-text summary; raising Vitality from 20 to 25 left no trace; whether a target was met had to be worked out by hand; goals that aren't a stat (keep the Fire Axe's blade for a Technique handle, stay under 60 % load) had nowhere to go; and the class (Path of the Bastard) was only words in the summary.

Decision Drivers

  • V3: the player's progress in their words; a decision stays with the session it was made in.
  • V4: nothing filed as the player's that they didn't decide.
  • V1: a goal Claude or a guide proposes can name what the player hasn't reached.
  • V5: MCP first; briefing says what comes next.

Considered Options

  • Keep the plan, add an order to targets. Still overwritten, still stats only.
  • Free-form goals in the plan's summary. Nothing a program can rank, reach or show.
  • Goals as rows of their own (chosen).

Decision Outcome

Chosen: a goals table per playthrough, and the character on the playthrough.

  • A goal is stat (a stat to a value), level, item (something to do with one of the playthrough's items) or note, with an optional reason, a rank (1 first), a status (open, reached, dropped), the session it was set in, suggested, and a spoiler level like a quest entry's.
  • Reached on its own: a stat or level goal becomes reached when a snapshot gets there, on the snapshot's day (record, and correct on a snapshot or a goal). Item and note goals are reached when the player says so.
  • Nothing is lost: a new target for a stat replaces the open goal, which is kept as dropped and leaves its place to the new one; giving a goal up drops it. correct can still remove one.
  • Suggestions: Claude may file goals it or a guide proposes, as suggested, shown apart from the player's plan; next asks the player, and record with the goal's id and suggested: false makes it theirs (V4). A suggestion that names something the player hasn't reached is filed as hint or full and stays out of every read that didn't ask (V1).
  • The plan stays for summary and mainStat; its targets are now read from the player's stat goals, and record's build.targets is a short way to set them. Migration 003 turned every plan's targets into goals, reached where the latest snapshot already was.
  • The character (name, class, localClass) belongs to the playthrough, since a run is one character. A new playthrough can take it along, with the build plan and the open goals, through carryFrom, only when the player wants it; item goals stay behind with their items.

Consequences

  • Good, because briefing can say what comes next from data ("Vigor 12 → 20, then Technique 11 → 40"), and the page shows the plan with progress.
  • Good, because the history of the plan is kept: what was reached when, what was dropped.
  • Bad, because there are two ways to set a stat goal (build.targets and goals); targets is kept as the short form so existing calls keep working.
  • Neutral: the old targets column stays in build_plans (a shipped migration made it) and is no longer written.