Friends & Fables Combat Is Off Right Now — Here Are Your Options
Friends & Fables has combat encounters disabled by default while the team rebuilds the system. That is a fine call for a platform mid-revamp — but if running fights is the reason you sat down, “off by default, back on an unknown timeline” is a real problem this month. Here is what the alternative looks like: real dice, mechanics before narrative, and combat that does not get toggled off.
What is actually happening with Friends & Fables combat?
Per Friends & Fables' own Gamemaster Settings, combat encounters are currently off by default while the team revamps the combat system. Players can switch them back on, but the system is being rebuilt, so behaviour can shift during the work. Separately, the team has been building a new product called Craft aimed at power users, and has said Friends & Fables is not being sunset — it stays as the accessible, unlimited AI D&D 5e-style experience.
So this is not “the product is dying.” It is “the combat you might have come for is mid-renovation, with no public completion date.” For narrative-only players that is a non-issue. For anyone whose sessions revolve around encounters, it is the whole question.
Why an “off by default” combat system matters
A combat system that is off by default and under active reconstruction is a moving target. You can toggle it on, but you are opting into a work-in-progress: rules can change between sessions, an encounter that ran one way last week may run differently next week, and any campaign you build around the current behaviour is building on sand until the revamp lands.
If you are starting a new campaign now — especially a long one, or one with a group — you want the mechanical layer to be stable for the months you will be playing it. That is a reasonable thing to want, and it is the practical reason to look at what else is available while the rebuild is in flight.
Mechanics before narrative: what that means
The design principle worth holding onto through any revamp is mechanics first, narrative second. The dice and the rules resolve the outcome in code; the AI's job is to describe what happened, never to decide it. When it is the other way around — the model narrates a dramatic hit and the numbers are back-filled to match — combat stops being a game and becomes a story with dice-shaped decoration.
On LoreKeeper, every mechanical outcome is resolved server-side before the AI sees it: attack-versus-AC math, saving throws, advantage/disadvantage, spell slots, 40 conditions, 7 damage types, initiative order, and death saving throws. A signature touch is karmic dice — after five consecutive failures, the next roll gets advantage — so a cold streak never wrecks a session. The AI receives the resolved result and turns it into prose. It cannot invent the number because it never had the pen.
That is also a memory property, not just a combat one. When hit points and conditions live in durable game state instead of being re-derived from the transcript, the AI cannot “forget” that an enemy is already down or that your fighter is poisoned. More on that in why AI Game Masters forget your campaign.
Combat that does not turn off
LoreKeeper's combat engine is on by default and not a toggle. It is the core of the platform, not a module in renovation. If you start a campaign today, the same rules resolve your fights next month.
- Real dice, resolved in code: d4–d100, advantage/disadvantage, attack-vs-AC, saves — no model-invented numbers
- Full 5e-inspired state: 40 conditions, 7 damage types, 7 creature types, initiative, spell slots, death saves
- Karmic dice: advantage after five straight failures, so variance never ruins a night
- Multiplayer combat: up to 6 players in real time via Socket.io, everyone sees rolls as they land, invited guests play free
- Stable pricing: permanent free tier (20 daily turns), then EUR 7.99/mo
For the full picture across platforms, see the best AI Dungeon Masters of 2026 and the dedicated LoreKeeper vs Friends & Fables comparison.
Where Friends & Fables still wins
This is not a eulogy. Friends & Fables' tactical map with token movement is a real strength — a shipped visual battlefield where you can see range and positioning. LoreKeeper's own tactical combat mode is still in active development, so today F&F is ahead on that layer. Its free tier is also unlimited in a way LoreKeeper's is not, and it has a large, established player base.
If a visual grid is non-negotiable for you, the honest answer may be to wait — for the F&F revamp, or for LoreKeeper's tactical combat mode — and play narrative sessions in the meantime. If what you want is fights that follow the rules and stay put while you run a months-long campaign, that is available now, and it does not have a toggle.
Frequently Asked Questions
Is Friends & Fables combat disabled?
Per Friends & Fables' own Gamemaster Settings, combat encounters are currently off by default while the team revamps the combat system. Players can toggle them back on, but the system is in flux during the rebuild. Friends & Fables itself is not being sunset — the team has said it stays as the accessible, unlimited AI D&D 5e-style experience while a separate new product, Craft, targets power users.
Why did Friends & Fables turn combat off?
The team is rebuilding the combat system and has set encounters off by default during that work. It is a reasonable call for a platform mid-revamp, but the practical effect for players right now is that tactical fights are not the default experience and behaviour can change while the rebuild is in progress.
What is a good alternative for AI RPG combat while Friends & Fables rebuilds?
LoreKeeper runs a D&D 5e-inspired combat engine server-side that is on by default and does not get toggled off: 40 conditions, 7 damage types, initiative, spell slots, death saves, and karmic dice, all resolved in code before the AI narrates. It is EUR 7.99/mo at the entry tier with a permanent free tier of 20 daily turns. Friends & Fables ships a tactical map and token layer today; LoreKeeper's standard session is narrative-first and its own tactical combat mode is in active development for campaigns, on the same engine, not available yet — so if a visual grid is essential right now, F&F still has that layer.
Does LoreKeeper have tactical maps like Friends & Fables today?
Not in the standard session yet. Friends & Fables uses a tactical map with token movement today, a genuine advantage for players who want to see the grid. LoreKeeper's normal campaign session is narrative-first: the engine tracks the full combat state — positions, conditions, initiative — and the AI narrates it in prose. A dedicated tactical combat mode with a grid is in active development for LoreKeeper campaigns, on the same rules engine, but is not available yet.
How much does LoreKeeper cost compared to Friends & Fables?
Friends & Fables paid plans run roughly $19.95–$39.95/month with a free tier. LoreKeeper is EUR 7.99 / 9.99 / 19.99 per month, with a permanent free tier of 20 daily turns and no credit card required. Invited multiplayer guests play free on LoreKeeper, each using their own daily turns.
Will Friends & Fables combat come back?
The team frames it as a revamp, not a removal, and says Friends & Fables is not being replaced by their new Craft product. There is no public date for the rebuilt combat system as of this writing. If you need working fights today rather than on an unknown timeline, a platform with combat already on is the safer choice for now.
Run a Fight Tonight
LoreKeeper's D&D 5e-inspired combat engine is on by default — real dice resolved server-side, 40 conditions, spell slots, death saves, karmic dice, real-time multiplayer. Start with 20 free daily turns. No credit card required.
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