D&D 5E (2014) Blue Rose RPG Coming to 5e D&D

3e did seem to have a bit more "full conversion mods" (where classes, races, and spells were added/replaced) released; 5e has really only had AiME that I know of. Considering 5e's overwhelming popularity, I'm a little surprised we haven't seem more products that are willing to do more in-depth mechanical engagement with the system.

I mean, I know people who bought the Lord of the Rings books purely for the non-magical classes in them, and the low magic setting elements. Why would Blue Rose not want to pull in people who just want three simple classes?
 

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How did they handle all this in the original D20 version?
The 3e classes were dismantled and turned into three broad classes: Warrior, Adept, and Expert. These are uncoincidentally the names of the NPC classes from 3e. Class features and old feats were all turned into feats that characters gained once per level. Magic was not a spell slot system, but a powers system involving checks and fatigue.

True20 was a bit more free form, but Blue Rose originally presented paths for each class, which basically just amounted to a suggested set of starting skills and feats.

I mean, I know people who bought the Lord of the Rings books purely for the non-magical classes in them, and the low magic setting elements. Why would Blue Rose not want to pull in people who just want three simple classes?
I would have eaten that up.
 


3e did seem to have a bit more "full conversion mods" (where classes, races, and spells were added/replaced) released; 5e has really only had AiME that I know of.
There are a few others--Genefunk (cyberpunk conversion), for example:


Looking over the announcement, though, I see that they're at least planning new subclasses for Blue Rose. Those can go a pretty long way toward establishing flavor.
 

I would have been interested in a mechanical conversion with 3 broad classes and a modified magic system; just a setting guide that shoehorns in the existing 5e mechanics leaves me cold. :(
I feel the same way.*
Ditching broad classes and especially skill based magic, makes the project much less interesting than it would otherwise be.

*I think. Tangent: “Leaves me cold” has always struck me a very strange way of expressing disinterest or being unimpressed. To me, it seems like the phrase would imply fear, not disinterest. If something leaves me cold, that’s something that makes me stop and reconsider what I’m doing. The story “It” leaves me cold. The nightmare I had recently where I looked up at the sky and the sky blinked, left me cold.
 

I would have been interested in a mechanical conversion with 3 broad classes and a modified magic system; just a setting guide that shoehorns in the existing 5e mechanics leaves me cold. :(

Because if that reason, the setting fits wonderfully with the AGE system, which also has 3 classes + lots of tiered feat and magic traditions based of skills.

The setting itself is okay, but a little bland. Adding 5e rules to it would not add much, IMHO.

and I personally find the the Aldeans a little creepy as they are presented as the absolute good guys, but use mind domination magic to suppress ''evil'' from the mind of their opponents.
 



The Blue Rose setting is pretty cool, and I could see it fitting in well with 5e. But this makes for a weird cycle, going from d20 to AGE to 5e.

I liked the setting, even if I did find it a bit short on threats and antagonists that weren't all corralled in Designated Bad Guy Land (and 2e amplified that by having the setting's big villain killed off...sigh....by an NPC in a metaplot event).

I'm curious how they're going to do the rhydan (intelligent animals) as PC's. I just really want to play a magic horse, okay?
 


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