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View Full Version : Five Moons RPG Pre-Alpha rules (by SKR)



Chambers
2014-12-27, 06:57 PM
I backed SKR's Five Moons RPG (https://www.kickstarter.com/projects/seankreynolds/five-moons-rpg-by-sean-k-reynolds/posts) Kickstarter and he's released a pre-alpha version of the rules (at that link or here directly: link (https://fivemoonsrpg.files.wordpress.com/2014/12/skr-fm-pat-five-moons-pre-alpha-playtest.pdf))

I'm not quite sure what to make of it as this point though I know this is a pre-alpha rules set so I'm not expecting a finished game by any means. It seems like whatever character abilities you get that are actions (i.e. I cast fireball, or I use cleave, or I use Evasion) are actually Feat Widgets any character can learn. This reminds me of True 20 to some extent. Here it seems that Feat Widgets each have several ways they can be tweaked on the fly (Boosted), such as using Evasion while wearing heavy armor for 1 turn or automatically hitting with a Wizard Bolt attack. The Boost system looks interesting.

Class abilities reference the Feat Widgets for the most part, except for the Aura's that each class gets. I'm looking at the class aura's and I see a lot of re-rolling happening at the table each round for all characters.

I didn't pledge enough to get into the actual Playtest ($100), but I hope that it leads the game away from a heavy reliance on 3e/PF mechanics and more towards something new.

Gnome Alone
2014-12-28, 12:53 PM
It actually looks pretty cool. That thing where your ability modifiers just ARE your ability scores is Most Triumphant. I'm really trying to wrap my head around why he doesn't just call "cronks" (his placeholder word for martial feats) "maneuvers" and be done with it. I have a feeling that "cronk" will just he grandfathered in cuz it's been written down, and is fun to say.