Handbook

How Our Game Differs from the SRD

Rules

adapted

The game follows the System Reference Document 3.5 as closely as real-time play allows. Every deliberate difference is listed here in player terms. Entries elsewhere in this handbook that change a rule link back to an item on this page from their adaptations: field and explain the change in their "In our game" section.

The engineering source of truth is the adaptation register in the rules design. A change to it requires a recorded decision, and this page follows it. Nothing below is a claim that the engine already implements it. Implemented behaviour is linked from each rules chapter's "Our implementation" note.

Time and pacing

IDSRD ruleIn our gameWhy
time-roundsRounds are a turn-based abstraction of about 6 seconds.A round is 6 seconds of real time, and the world keeps running. Everyone acts at once.Real-time play, as in Neverwinter Nights, with single-player and multiplayer as the same game.
time-calendarHours and days pass at the table's pace.Effects lasting hours or days, resting and the calendar use a compressed game calendar that the module sets (for example, 1 game hour = 2 real minutes).Long durations must be playable in real time.
pause-dm-onlyPlay can stop at any point.Only a DM can pause, including in single-player. Players cannot pause.One authoritative world shared by everyone.
restResting takes 8 hours anywhere.The module sets rest duration, and you cannot rest near hostile creatures.Rest uses the compressed calendar and must not become a combat escape.
exploration-speedMovement is measured per round in all situations.Outside combat mode characters move at exploration speed.Real-time travel.

Initiative and actions

IDSRD ruleIn our gameWhy
initiative-phaseInitiative sets turn order.Initiative sets when your actions land within the round and breaks ties. It is not a queue.There are no turns in real time.
surprise-boundarySurprise round, then regular rounds.Combat start, surprise and joining a fight already in progress follow one explicit entry rule.Late joiners and simultaneous starts must be fair.
no-delayYou may delay your turn.There is no Delay action.Without turns there is nothing to delay.
iterative-spacingIterative attacks happen together on your turn.Iterative attacks are spaced out within the 6-second round.Readable real-time combat.
casting-windowCasting completes on your turn.Casting has a visible window in which it is under way.Opponents can see and react to spellcasting.
auto-attackYou declare each attack.Attacks repeat automatically against your target until you stop or change action.Practical control in real time.

Movement and position

IDSRD ruleIn our gameWhy
continuous-spaceMovement and areas use a 5-foot grid.Positions and distances are continuous. Feet convert to metres, and areas are measured geometrically.No grid in a 3D world.
five-foot-stepA 5-foot step moves one square without provoking.A reserved short step keeps the rule's eligibility and restrictions in continuous space.Keeps the tactical option without a grid.
flanking-angleFlanking means being on opposite sides of a square.You flank when allies are beyond an angle threshold around the target.No squares to be opposite of.
creature-blockingCreatures occupy squares and block movement.Creatures block movement through an approximate footprint.Continuous space and performance.
aoo-auto-swingYou choose whether to take each attack of opportunity.Attacks of opportunity are taken automatically, with a toggle to turn that off.Reactions are too fast to confirm in real time.

Character building

The first playable character is a Human Fighter. These rules are our own design where the SRD leaves the choice open, and adaptations where real-time play needs one. Implementation references distinguish completed slices from planned services; see the current status for verification evidence.

IDSRD ruleIn our gameWhy
point-buyNo method for generating ability scores.Spend exactly 28 points on scores 8-18 (8 costs 0, 13 costs 5, 15 costs 8, 18 costs 16). R5b-B.Fair, comparable characters in a shared world.
max-hit-pointsRoll each Hit Die.Every level gives the full Hit Die (10 for a Fighter) plus Constitution, at least 1. R5b-B/D1.Predictable previews with no reroll incentive.
feat-scheduleFeats and ability increases follow character level; no table given.A general feat at 1st and every third level; +1 to an ability at 4th, 8th, 12th, 16th and 20th.Regular build choices.
xp-tableNo experience table.Level L needs 1,000 x L x (L - 1) / 2 XP. R5b-D1; solo authored defeat awards in D2a.Familiar, predictable advancement.
starting-packageNo starting equipment rule.Each starting class supplies a fixed modest kit. Human Fighter starts with a short sword and padded armor. No equipment-selection step. Fixed-kit slice.Better gear is earned through play; feat choices never change the starter grant.
one-handed-gripA one-handed weapon may be wielded in two hands.One-handed weapons are always wielded one-handed. R5b-B.No separate grip control yet.
power-attack-modeChoose the Power Attack amount each round.Power Attack is a mode you set (0 up to your base attack bonus); it applies from your next attack until changed, and resets when you reconnect. R5b-B.Real-time attacks repeat automatically.
dodge-targetDesignate one opponent on your action.Your Dodge opponent is always your current attack target. R5b-B.No separate designation step.
cleave-targetChoose the extra attack's target.The nearest eligible hostile with clear reach, once per round, with no movement or chained follow-up. R5b-D2b; focused local/hosted verification passed.Keeps the follow-up automatic.
banked-feat-slotsEvery feat slot is filled at its level.A slot with no eligible implemented feat stays open to fill later; history keeps its original grant level. R5b-D1.A small catalogue must not block advancement.
afterlife-recoveryNo module afterlife recovery flow.When dead, you retain eligibility for future resurrection until choosing Respawn, then enter an afterlife Area and walk to your deity's guardian. Disconnect removes the body; reconnect restores your saved phase. Resurrection spells/items follow later and are not required for this first moddable afterlife loop. Implemented through bounded Module policy; see the recovery contract.Choosing another chance ends resurrection eligibility; logging out does not change the recovery state.
respawn-penaltyNo defeat or respawn rule.The guardian returns you to the module start for 50 x your level in XP, or to where you died (adjusted nearby if necessary) for 100 x your level. Both choices restore full HP and stop XP loss at your current level's threshold; the actual loss can be zero there. Planned.Defeat has a cost without losing a level, with a higher nominal price for returning to battle.
weapon-swap-roundDrawing or swapping a weapon or shield is a move action.Changing a weapon or shield during a fight delays your next attack by at least one round; it does not make you flat-footed. R5b-C.One clear real-time cost, adjustable after playtesting.
armor-in-combatDonning or removing armor takes minutes.Armor cannot be changed while you are fighting. R5b-C.Real-time fights are shorter than donning times.
banked-skill-pointsSkill points are spent at the level that grants them.Unspent skill points carry over and can be spent at any later level-up, including from 1st level. The level where a point is spent decides its cost (class or cross-class) and the rank cap; Intelligence at the earning level decides how many points it grants. Rules /7, character-flow F1.Players are not forced into choices they do not want yet, as in Neverwinter Nights.
skills-before-checksSkills are used in play.Skill points were introduced before gameplay checks. The trap milestone adds Search and trained Disable Device; other checks still depend on their own feature slices.Builds stay complete as checks arrive.

Mechanical traps

The first trap milestone supports one-shot floor regions and trapped containers. Its engineering design owns the precise timing and supported scope; status records integration/playtest readiness.

IDSRD ruleIn our gameWhy
trap-search-modeSearching is a deliberate skill check.Search is a mode, off after reconnect. Each six-second round checks up to eight nearby eligible traps. Moving within an Area does not cancel it; combat, changing Area or turning it off does. No passive detection, take-10/take-20 or movement penalty in this slice.A practical real-time control with bounded work and no instant retry by toggling.
trap-disarm-timeDisable Device duration depends on the mechanism.A discovered mechanical trap takes a fixed two rounds (12 seconds) to disarm. Starting Disarm turns Search off and replaces its unfinished round without a Search roll; other cooldowns still apply. Movement, damage, combat and disconnect interrupt it without a roll; the action deadline remains. Only one character can work on the same trap at once.Readable progress and consistent real-time interruption.

Open Game Content from the System Reference Document 3.5, used under the Open Game License 1.0a.