Part of the ongoing Red Box Fate series, where I adopt material Fate Accelerated (FAE) into a Basic/Expert set D&D framework to add modern flexibility within an Old School game.
(This post is the modified version of the first attempt "D&D Accelerated", where I was trying to keep compatibility with 5th Edition D&D.)
Approaches & Archetypes are the ways in which your character interacts with the world, the options for the actions you take.
Archetypes describe the source of your power or skill, Approaches describe the way in which you're applying it.
You can make a Clever Martial Attack when you use your knowledge and combat expertise to hit a vital spot, you can Roguishly and Flashily Create an Advantage by tearing down the tangling tapestries while you swing off them, you can Forcefully use Arcane power to blast the locked door off its hinges, Overcoming the obstacle with style.
We'll start with Approaches first, as these may be familiar to FATE ACCELERATED players already, then describe Archetypes.
As you'll see in Classes and Customisation, adding together the bonuses from your Approach and Archetype will give you a bonus similar to the 5e Proficiency bonus, but with a little more flexibility and flair.
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Approaches
Careful, Clever, Flashy, Forceful, Quick, Sneaky
These are the six approaches that describe how you perform actions.
Careful: A Careful action is when you pay close attention to detail and take your time to do the job right. Lining up a long-range arrow shot. Attentively standing watch. Picking the vault's locks without triggering the traps.
Clever: A Clever action requires that you think fast, solve problems, or account for complex variables. Finding the weakness in an enemy swordsman’s style. Finding the weak point in a fortress wall. Deciphering an arcane codex.
Flashy: A Flashy action draws attention to you; it’s full of style and panache. Delivering an inspiring speech to your army. Embarrassing your opponent in a duel. Producing a magical fireworks display.
Forceful: A Forceful action isn’t subtle—it’s brute strength. Wrestling a bear. Staring down a thug. Casting a big, powerful magic spell.
Quick: A Quick action requires that you move quickly and with dexterity. Dodging an arrow. Getting in the first punch. Disarming a trap as the mechanism ticks 3… 2… 1…
Sneaky: A Sneaky action is done with an emphasis on misdirection, stealth, or deceit. Talking your way out of getting arrested. Picking a pocket. Feinting in a sword fight.
Each character has each approach rated with a bonus - see Classes & Customisation for the numbers, but typically these will be +0 to +1, or more as you gain power and experience.
Add the bonus to your dice roll to determine how well your PC performs the action you described.
Narrative first
So your first instinct is probably to pick the action that gives you the greatest bonus, right? But it doesn’t work like that.
You have to base your choice of approach on the description of your action, and you can’t describe an action that doesn’t make any sense.
Would you Forcefully creep through a dark room, hiding from the guards? No, that’s being Sneaky. Would you Quickly push that big rock out of the way of the wagon? No, that’s being Forceful. Circumstances constrain what approach you can use, so sometimes you have to go with an approach that might not play directly to your strengths.
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Archetypes
Martial, Dedicated, Roguish, Arcane, Primal, Social
These are the six Archetypes that describe the source of your prowess.
Each Archetype has three thresholds that represent increasing depth of a character's immersion in a particular area of ability, and also increasing the breadth of what the character can apply the Archetype to within the context of the story.
Thus the difference between a +1 and a +2 in a given Archetype is more than just a probability bonus; the higher level of ability also provides expanded narrative justification for actions pertaining to that Archetype.
For each Archetype, +1 represents basic knowledge, fundamental skill, and general familiarity with the things the Archetype concerns itself with.
As well as providing a dice bonus, the first +1 of a Archetype also helps justify various things within the narrative (along with your Class and Background). It is left to the GM's discretion, but in some cases a character that has Arcane +1 can justify attempting to do things in a particular way that a character without Arcane +1 simply cannot justify, and so on.
In some cases a GM might allow characters lacking at least a +1 in a particular Archetype to attempt something, but at a cost or versus a higher difficulty...or both.
For each Archetype, +2 represents professional competence. This threshold is sufficient for all normal purposes for the majority of the people in the world.
For each Archetype, +3 represents exceptional competence. For the magic oriented Archetypes, +3 is when full unfettered "free casting" is achieved. For the non-magic oriented Archetypes +3 is when truly extraordinary feats beyond what is possible for "normal" people to accomplish become possible.
Only remarkable people (some but not necessarily all player characters or significant NPC's) attain or exceed this threshold for even a single Archetype.
For each Archetype, +4 and higher represents increasingly sublime mastery. Having a bigger bonus helps to reduce the chance of failure and makes world-bending exploits statistically probable, but in practical terms such advanced levels of competence primarily matter when facing off against other similarly progressed characters.
Martial
You have some skill in the warrior arts pertaining to direct armed conflicts, the waging of war, the winning of battles, and combat in general. Knowledge of weapons, armour, tactics, as well as the physical training and discipline necessary to be successful in such endeavours is relevant as well. This Archetype is strongly associated with conflict, battle, and martial concerns.
At +1 you know how to use and care for weapons more serious than clubs and daggers without embarrassing yourself, how to wear armour heavier than leathers, and basic knowledge of martial culture. You don't have much finesse or technique, but are capable of basic strikes and blocks.
At +2 you have genuine skill at arms and are able to put together combos and flourishes. Depending on your inclinations and background you might be schooled in at least basic tactics and strategy, and possibly logistics as well; but even if untutored you can usually spot an ambush, recognize a defensible position, and so forth.
At +3 and above you are a world-class warrior, capable of impressive displays of martial mastery. You are capable of taking on large numbers of unskilled and less competent foes with reasonable odds of beating them all.
Further, Martial +3 provides narrative justification to defend against not only the mundane attacks it previously protected against, but also unusual and magical attacks that cause physical harm. This can take many narrative forms, from blocking, deflecting, using armour or shield effectively, or even just being extra tough due to being a hardened warrior.
Dedicated
You are attuned to faith, theology, and can harness your inner power or higher calling into potent expressions of your will. This Archetype is strongly associated with spiritual concerns, temples, the afterlife, and the will of the unseen.
At +1 you have some basic theological knowledge and a deep connection to a calling, be it spirit, deity, or a pantheon of deities, or a philosophy or ideal such as "Law". You might have other associated abilities (such as Stunts) granted to you by your observance of the tenets of your belief system.
At +2 you can attempt to channel your focus as a blessing or favour, tapping inner reserves, or healing a minor wound.
At +3 and above you can invoke much more powerful effects...perhaps even 'miracles'. Additionally, Dedicated +3 provides narrative justification for extraordinary feats unattainable by merely normal people, achieving such heights of mental and / or physical mastery that they develop amazing monkish, psionic, or divine abilities or spells.
Roguish
You are a competent, skilled individual of varied talents. This Archetype is strongly associated with hidden talents, cunning and unexpected use of skills, and exploiting openings and loopholes.
At +1 you have some innate shrewdness or are streetwise, and are good at being opportunistic. You are comfortable with clandestine work and know how to handle yourself competently in such settings. You have some practical insider knowledge of the sector of society you are most familiar with and how things really work therein.
At +2 you are good at skulking around unnoticed, stealing things, getting in and out of places you shouldn't be in, dirty tricks 'dishonourable' fighting using pragmatic weapons true warriors tend to disapprove of, being shifty and evasive, and likely some knowledge of the less than lawful sector of society.
At +3 and above you are incredibly competent, deeply knowledgeable in your area of expertise, and are capable of succeeding at tasks beyond the reach of the less skilled.
Additionally, Roguish +3 provides narrative justification to defend against any kind of indirect or surprise attack and to avoid harm by getting out of the way of it. Narratively this can take many forms, such as rolling out of the way, ducking behind cover, 'seeing it coming' and somehow interrupting the attack, and so forth.
Arcane
You are skilled in the magical arts, whether through study or innate power, or some other style. This Archetype is strongly associated with esoteric knowledge, otherworldly things, and manipulation of "magical principles".
At +1 you have relevant esoteric knowledge and awareness of magic, and you can use some magic items such as wands and scrolls that other characters can't use.
At +2 you can work simple spells such as levitating small objects, making magical light, shooting minor arcane blasts, and gain various momentary benefits from minor magical effects.
At +3 and above you can cast proper spells with more powerful effects, as appropriate to your character's concept.
Primal
You are in tune with the forces of nature. This Archetype is strongly associated with natural and wilderness areas, the circle of life, animistic spirits, and the fundamental forces and principles of nature.
At +1 you are comfortable in and have knowledge of the lore of the natural flora and fauna, and the nature spirits of the wilds. You can hunt and survive in the wilderness.
At +2 you are attuned to the natural order, and have some craft that blurs the line between mundane and mystical, such as calming animals, passing without trace through undergrowth, divining water, and so forth.
At +3 and above you can work very powerful magics related to flora and fauna, the natural order, the weather, and the elements including a strong connection to nature spirits.
Social
You are innately good at navigating and control social situations, from hostage negotiation to imperial diplomacy, to charms, mind-reading and hypnotism. This Archetype is strongly associated insight, creative expression, and politics.
At +1 you are more insightful, and have a stronger force of personality than average. You are unusually aware of others' motivations, and capable of powerful persuasion and inspiration.
At +2 you excel making uncanny leaps of intuition, seeing through and practicing deception, and manipulating or inspiring others. Depending on your character concept, this may even take the form of magical spells.
At +3 and above you are capable of cowing entire crowds with sheer presence, and similar feats. Additionally, Social +3 provides narrative justification for extraordinary feats unattainable by merely normal people, such as charm spells or mind-reading spell-like abilities.
It is also more likely for a character with this level of ability to avoid, shake off, or otherwise resist mental effects beyond the tolerance of a normal person to overcome; for instance to resist or break out of mind control or domination, and so on.
Credits
I'm indebted to Killershrike's "Pathfinder Fate Accelerated" for the initial idea that this sort of thing could be done - without their groundwork, I'd have been lost.
Of course the Creative Commons access to D&D's engine and FAE are essential as well - D&D is CC-BY-4.0, FAE is CC-BY-3.0
Old School Essentials collects much of the D&D Basic and Expert set rules into one handy SRD, which you can find here.
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