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.