Fable Hubs

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Fable Hubs

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How to play

FableHubs Game Guide

Same mechanics, cleaner format. Use this guide as a quick reference while playing.

At a Glance

Core Stats

Strength, Dexterity, Intelligence

Dice Rule

Roll 2d6 and succeed on total >= DC

Victory Reward

After defeating a monster, choose one stat to gain +1.

Retry Penalty

Lose one equipped item after a combat loss reset

Basic Stats

  • Strength
  • Dexterity
  • Intelligence

Some books also include Constitution and Health, and combat formulas can use those values.

Gaining or Losing Stats

Your stats change from story outcomes and equipment bonuses. Certain nodes can raise or lower stats based on your choices.

Runtime Item Management

  • Consumables (for example potions) can be used anytime to recover health.
  • Equipment can be swapped anytime, changing your effective combat stats.

On Death / Combat Retry

If you lose a combat and choose to reset that encounter, one currently equipped item is dropped.

Combat Mechanics (Current Implementation)

1. Core Flow

  1. Each round, you choose one action: ATTACK or DEFEND.
  2. The monster also has an intent each round: ATTACK or DEFEND.
  3. Both sides use 2d6 checks against a DC. Success means roll total is greater than or equal to DC.
  4. You win when monster HP reaches 0. You lose when your HP reaches 0.
  5. On victory, you get a reward choice: pick one stat to increase by +1.

2. Effective Stats

Combat uses your base stats plus weapon bonus.

effectiveStats = baseStats + equippedWeapon.stat_bonus

3. Shared Bonuses

primaryBonusAttack = floor(primaryStat / 3)
primaryBonusDamage = floor(primaryStat / 8)

Warrior

  • Default primary stat: Strength
  • Attack: strength + dexterity + primaryBonusAttack
  • Defense: dexterity + floor(constitution / 2)
  • Base damage: max(1, floor(strength / 5) + primaryBonusDamage)

Ranger

  • Default primary stat: Dexterity
  • Attack: dexterity + floor(intelligence / 2) + primaryBonusAttack
  • Defense: dexterity + floor(intelligence / 2)
  • Base damage: max(1, floor(dexterity / 4) + primaryBonusDamage)

Mage

  • Default primary stat: Intelligence
  • Attack: intelligence + floor(dexterity / 2) + primaryBonusAttack
  • Defense: intelligence + floor(constitution / 2)
  • Base damage: max(1, floor(intelligence / 4) + primaryBonusDamage)

4. DC Per Round

playerDC = max(2, monsterAV - playerOffense + (monsterIntent == DEFEND ? 2 : 0))
monsterDC = max(2, monsterAV - playerDefense + (playerAction == DEFEND ? 2 : 0))

If you DEFEND and the monster hits:
finalDamage = max(0, monsterDamage - 1)

5. Quick Strategy

  • Use ATTACK when your HP is stable and you want to end the fight quickly.
  • Use DEFEND when HP is low or incoming damage is dangerous.
  • Avoid DEFEND when the monster is already defending, unless you need to stall.
  • After stabilizing, switch back to ATTACK to close the fight.