Faible is a real-time single-exchange take on 5e, not a byte-for-byte tabletop simulator. Here's where it deviates from strict rules-as-written, and why.
Each round is a single exchange: you act, then (if a fight is on) the monster(s) counter -- still no separate movement/action/bonus-action/reaction economy, no opportunity attacks, no concentration checks. Initiative is rolled once per fight (d20 + DEX per combatant); whoever's faster acts first every round rather than a re-rolled order each round. Fights can involve up to 3 monsters at once -- each gets its own card with HP bar and Attack button so you can pick a specific target; monsters faster than you act first, then your chosen target, then the rest. Damage spells and the generic "Attack" suggestion chip (as opposed to a monster's own Attack button) still auto-target whichever monster is still standing rather than letting you choose. Fighters, Barbarians, Monks, Paladins, and Rangers now get Extra Attack at level 5+ (Fighters keep scaling further) -- all the extra attacks in a turn go at the one monster you targeted, and any left over after it goes down are simply skipped rather than swinging at something else.
Skill checks are d20 + ability modifier + proficiency (if you're proficient) vs. a flat difficulty class chosen by the scene, not a per-task DC table. The baseline DC climbs slowly as you level (13 at level 1, capped at 20), so checks stay meaningful as your modifiers grow.
Casters auto-learn a small curated spellbook (cantrips + 1st-level spells) the moment they take their first turn -- there's no player choice of spells yet. Damage spells resolve like a weapon attack; healing spells roll and restore HP; everything else (buffs, utility) is flavor-only narration with no temporary HP modeled yet (saves and conditions do now exist as real mechanics -- see below -- but utility spells aren't automatically wired to trigger them). Only level-1 spell slots exist right now.
A curated set of six conditions -- Poisoned, Frightened, Restrained, Prone, Stunned, Paralyzed -- now have real effects: Stunned/Paralyzed stop you from acting at all that round, Poisoned/Frightened/Restrained/Prone force your own roll to disadvantage, and Restrained/Prone/Stunned/Paralyzed let monsters hit you at advantage. The DM applies or clears these narratively, and can also call for a saving throw (a dedicated button appears when one's pending) -- but there's no per-class save proficiency bonus yet, no monster-side conditions, and no automatic duration/round tracking (a condition lasts until the DM's narration lifts it).
Every class picks a subclass at level 3 (a simplified shared schedule -- some real 5e classes pick at level 1 or 2) from 2 curated options, e.g. Fighter's Champion vs. Battle Master, or Wizard's Evocation vs. Abjuration. Rather than each subclass's full 5e feature list across many levels, every option here grants one single always-on bonus -- flat extra damage, AC, or HP per level -- as a stand-in for that subclass's signature identity. No subclass-specific spell lists or resource pools (maneuver dice, surge tables, domain spells) exist yet.
Rogues (from level 1) and Bards (from level 3) can mark up to 2 existing skill proficiencies for double proficiency bonus, editable any time from the Character panel -- only 2 total rather than the 4 real 5e eventually grants, and it's computed client-side the same way every other skill check modifier already is.
No full per-class-level tracking or shared multiclass spell-slot table -- instead, once you reach level 3, a Character-panel section lets you take exactly one level in a second class (13+ in that class's key ability required), granting a one-time hit-die HP roll and one bonus skill. Every level afterward keeps advancing only your original class, exactly as before.
Short Rest heals a flat quarter of max HP (no hit-dice spending); Long Rest fully restores HP and spell slots. Both are always available -- there's no per-day rest limit yet.
Hitting 0 HP knocks you unconscious rather than ending the game outright. Every turn while down forces a death saving throw (10+ succeeds, natural 20 revives you at 1 HP, natural 1 counts double) using the standard 5e thresholds. Three successes stabilizes you (still unconscious until a Rest); three failures is permanent. There's no ally-targeted healing yet, so a natural 20 or a Rest are the only ways back.
Quests and NPCs are freeform -- the DM invents them on the fly rather than picking from a fixed list. They're tracked by exact name/title match instead of a stable ID, and the server always double-checks anything the model reports against what's actually stored, so it can't invent or resolve something that was never real. NPC disposition (Hostile to Ally) can rise or fall based on how you treat them, and a sufficiently friendly NPC can join as a companion -- narrative-only for now, no combat stats or turn order yet.
You start with class-appropriate gear; if you're ever missing a weapon or armor, the DM narratively hands you one rather than leaving you stuck. Defeating monsters grants gold scaled by their difficulty, and a real shop (buy/sell) is available while you're in a town or a wandering merchant is around -- see the Map for where you are. Monsters also have a chance to drop an actual weapon or armor item on top of gold, sometimes at a higher rarity (Common through Artifact) that adds a small bonus to it -- the tougher the fight, the better your odds at the good stuff. Shop-bought and narratively-granted gear is always plain/Common; rarity only ever comes from a lucky drop.
No named locations yet -- notable places you visit will show up here.
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