True 20 -- what mechanics is it missing (from BR)?

Akrasia

Procrastinator
I just picked up the True 20 Adventure pdf, and quite like it so far.

I never purchased Blue Rose when it was initially released, as I was quite busy with other RPGs at the time (including my C&C campaign), and did not care for the 'romantic fantasy' genre and setting. The mechanics sounded quite interesting, though, so once Green Ronin made them available sans setting today, I simply could not resist purchasing them (for both reasons of curiousity, and possible use in a future Middle-earth campaign).

Which brings me to my question: is there anything in the BR rules that True 20 lacks?

I ask this because I vaguely recall reading about something concerning 'corruption' in discussions about BR, and stuff on Light versus Dark magic. Am I misremembering this? In any case, there seems to be nothing like that in the True 20 Adventure pdf (at least I cannot find any references to these things, and the pdf is only 96 pages long).

Could someone familiar with Blue Rose enlighten me on this?

Thanks! :cool:
 

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I too am interested. From the Blue Rose previews it looked like there were 'kits' for each class for different archtypes, how important were these? Does this make True20 different?
 

I haven't the blue rose book in front of me, but if I recall correctly there are a bunch of spells that are naturally corrupting or evil. (Generally, necromantic or direct hurting spells.) Some of these are interestingly not always corrupting.


For evil actions and casting evil spells, evil casters got a corruption point which would actually lessen their (I think) constitution and wisdom. However, at any point they could "Embrace" the Dark Side (Star Wars, cough, cough) and basically get their corruption value to all spellcasting and constitution checks.


The best part of BR was this very system. The combat mechanics and such are interesting and very heroic, but it was the spell system which interested me.

Check the spellcasting section.
 

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