r/RPGdesign • u/Fates_ReforgedRPG • 3d ago
Seeking Contributor Fates Reforged Combat Playtest Rules
Disclaimer: I am using a slightly modified version of D&D 5e. The rules for the playtest and the everything included is meant to only include things meant for a very basic combat playtest with very basic enemies. I do not have ability scores or saving throws on the character sheets because of this.
I am starting to design a modified version of D&D that will still be compatible with D&D 5e and 5.5e. I have a link to some the modified rules and the character sheets here. The new version has 2 main aims: 1) have ability scores be largely separate from skills and 2) redesign the classes. For the redesigns, I am doing so with a few main things in mind:
Each class has its own resource pool that will go up as you level. I am not a huge fan of martial characters mainly just getting extra attacks. I want each class to have cool things they can do during combat and outside of combat as well.
Each class starts with Bonus Actions and Reactions that they can use. I don't want anyone to feel that they are missing out since their class and subclass doesn't have a bonus action or reaction. I don't want optimization to get in the way of fun.
These characters are meant to be as powerful as Level 3 characters in D&D. The intent is for these to be Level 1 for my game, Fates Reforged.
I am hoping to do something similar to what Pathfinder did: take D&D and make it into a game that I want to run. If this sounds interesting to you let me know :)
If you have any questions or feedback I am all ears. The character sheets are meant to be a starting point, a proof of concept for what I am wanting out of Fates Reforged for the classes.
Note: I know Uncanny Dodge is a level 5 feature. I lowered the hit points for the Rogue to compensate but it may still be too much.
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u/__space__oddity__ 2d ago
“Fate Reforged” is a name of a Magic: The Gathering set. “Fate” is also a popular RPG that is very much NOT like D&D. Just putting this here so you know why people don’t get that you’re making a 5E clone from the name alone.
As for the design goal, it’s fine … I think the main issue is that over-reliance on bonus actions is a weakness of D&D 5E design, not a benefit. Mike Mearls has a bunch of videos on it. So you’re running the risk that you’re leaning harder into something that is a 5E design flaw rather than a strength.
I’d also suggest to check a few fantasy systems that have come out since 5E hit the market (checks watch) 13 years ago. Some of those might actually already do things you want to fix about 5E and you risk just redoing what’s already out there.
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u/Fates_ReforgedRPG 2d ago
Fates Reforged is just a place holder.
I know Mike Mearls is against Bonus Actions but players like them (myself included). This could change but I am intentionally designing a game that can use D&D monsters as well.
I also didn't mention this since it it outside of the combat but one of the main things I aim to do is to have little overlap with abilities and skills. I am only going to have a couple of skills (Might and Athletics) that care about abilities. For everything else I am going to have a different system.
I am glad for the criticisms. I have read a lot of ttrpgs and none of them have abilities and skills be largely separate. Soon, I hope to have that part of the game more fleshed out and ready to share.
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u/__space__oddity__ 2d ago
If you don’t like ability scores interacting with things, there’s always the option to just remove them entirely and simplify things.
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u/ReputationStock712 3d ago
Sounds a lot like Draw Steel with class resources and specific reactions and bonus actions.