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[Mini-Let's Read] The Blue Rose Adventurer's Guide (5e)
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<blockquote data-quote="Ruin Explorer" data-source="post: 8329364" data-attributes="member: 18"><p>Thank you for the review! As a long-time Blue Rose fan, I'll definitely be avoiding this, because you mentioned a couple of the defining features of "romantic fantasy" (as much as it is defined - there's a lot of mainstream modern fantasy that would be "romantic fantasy" save for a somewhat dark setting or the like), but the other one is that (as you mention) the heroes typically possess inborn magical powers - and those magical powers are almost never of the kind D&D prominently features i.e. powerful fire-and-forget spells, but tend to line up to with psionic powers, or very low-end superpowers. This was handled well by the AGE version (and decently by the original), but I'm surprised they didn't just come up with their own class, or, as you suggest, a "build your own" class system generally - that would have been vastly more valuable than attempting to find ways to jam D&D classes in.</p><p></p><p>(I'm also dubious about HP/levels and D&D's skill resolution system, but an E6-type approach - like Brancalonia - might have solved that - sadly they seem not to have gone that way)</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8329364, member: 18"] Thank you for the review! As a long-time Blue Rose fan, I'll definitely be avoiding this, because you mentioned a couple of the defining features of "romantic fantasy" (as much as it is defined - there's a lot of mainstream modern fantasy that would be "romantic fantasy" save for a somewhat dark setting or the like), but the other one is that (as you mention) the heroes typically possess inborn magical powers - and those magical powers are almost never of the kind D&D prominently features i.e. powerful fire-and-forget spells, but tend to line up to with psionic powers, or very low-end superpowers. This was handled well by the AGE version (and decently by the original), but I'm surprised they didn't just come up with their own class, or, as you suggest, a "build your own" class system generally - that would have been vastly more valuable than attempting to find ways to jam D&D classes in. (I'm also dubious about HP/levels and D&D's skill resolution system, but an E6-type approach - like Brancalonia - might have solved that - sadly they seem not to have gone that way) [/QUOTE]
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[Mini-Let's Read] The Blue Rose Adventurer's Guide (5e)
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