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Blue Rose fast-play rules are up

Our regular biweekly M&M game was short two players last week, so we decided to give the Blue Rose fast-play rules a try.

Since we were all pretty familiar with the base mechanics of the system (and two of us already had the Psychic's Handbook), it was a breeze! Quick, elegant, and the combat rules were not quite so obtrusive as the miniatures heavy 3.5e system. My main complaint was that I think the damage save mechanic doesn't work too well at first level. With a d20 as the randomizer, it creates way too much variance. It's not a problem for me, since I would start any game at level 5 or higher, but I know a lot of D&D players really like to start at 1st level...

I do think there is a bit of an over-reaction to the prose style of the flavor text (I hate the term fluff), it seems pretty mild to me, and also pretty easy to ignore.

All things considered, I'm really looking forward to the final product! Kudos to the Green Roning crew!
 
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How would you compare the learning curve for the Blue Rose magic system with the magic system of D&D? How easy would it be to make new schools/disciplines/whatever of magic under the Blue Rose system? Are the effects mentioned in the skill descriptions meant to be exhaustive, or just examples?
 
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For my M&M games I used 4d6

sixes were treated as Zeros. 0 - 5 on a D6, so it had a range of 0 - 20.

Work really well, you didnt get the giant swings of randomness that you get with a D20 and you get to roll more dice :)



When in Jan do you expect it to be in stores? Will you be running any samples games at Gen Con SoCal?
 
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