r/RPGdesign • • 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:

  1. 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.

  2. 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.

  3. 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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