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.
One boss-tier monster, the Orc Warlord (CR 3), fights differently when it's the only enemy in the encounter: it gets one extra attack at the very end of each round (a legendary action, reusing its normal attack) and a fixed environmental hazard that auto-hits you once per round before anyone else acts (a lair action, no attack roll needed). Neither ability triggers if it's fighting alongside other monsters.
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). A level-2 slot tier unlocks at character level 3, alongside 7 curated level-2 spells.
Several utility spells (Bless, Hex, Hold Person, Invisibility, and similar) require concentration -- casting one replaces whatever you were already holding (no save needed to drop one voluntarily), and taking damage forces an automatic CON save (DC 10 or half the damage, whichever is higher) to keep it; failing, or being knocked unconscious, ends it immediately. A couple of spells (Detect Magic, Identify) are ritual-castable and cost no slot at all -- a simplification of 5e's actual "extra casting time instead of a slot" trade-off, since there's no fine-grained scene clock here to spend that time against.
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 spends real hit dice to heal -- 1d(class hit die)+CON modifier per die (min 1 HP), auto-spent until you're full or your pool (capped at your level) runs out. Long Rest fully restores HP and spell slots, and regains half your hit dice (min 1), but can only be taken once every 8 turns -- try again too soon and it's refused instead of healing you.
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 healed); three failures is permanent. A natural 20, a Rest, or a party member's healing spell/potion are the 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.
A loot drop can also be a one-time-use item instead of gear -- potions, scrolls, and a wand, five in total, some healing (Potion of Healing, Scroll of Cure Wounds) and some damage (Potion of Fire Breath, Scroll of Guiding Bolt, Wand of Magic Missiles). Use one anytime via its "Use" button in the Inventory panel's Carried list; damage items need a live fight to aim at. These are simplified from real 5e: the wand is single-use here rather than holding multiple recharging charges, and damage items always hit automatically with no attack roll.
Every item you own has a real weight, and your carrying capacity is your STR score times 15 lb (gold counts too, at 50 coins per pound) -- the flat 5e rule, not the fiddlier three-tier version. Go over capacity and the Character panel flags you "encumbered" with a noted -10 ft. speed penalty; that's a warning, not an enforced slow-down, since there's no turn-by-turn movement distance tracked here for a slower speed to actually apply against.
A place can be tagged underwater, extreme_heat, extreme_cold, or difficult_terrain (shown as a π/π₯/βοΈ/πͺ¨ icon next to its name). Underwater and difficult terrain both give you disadvantage on your own attack rolls there. Arriving somewhere extremely hot or cold forces a one-time CON save -- fail it and you take a bit of exposure damage, shown as its own log line rather than folded into that turn's story text (since the DM already finished narrating before the save was rolled).
No named locations yet -- notable places you visit will show up here.
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