I'm looking at the possibility of using the Blue Rose magic system in my games; one of my spellcasting players has gamely decided to playtest the new rules with her new character.
Now, in Blue Rose, there is only one spellcasting class, but in my campaign world there are at least five. So, I'm looking for suggestions on integrating the new magic system to fit this kind of spread.
Summary of BR system: There are six talents(disciplines). Access to talents is determined by feats. Once you have access to a talent, you can learn arcana (spells) covered my that talent; take a feat to learn any two arcana you have access to. Using spells is essentially a skill check (assumes maximum ranks), spell usage is controlled in two ways: need to maintain concentration and/or fatigue inflicted when used.
Some of the ideas I am playing with:
* Restrict talents to specific classes.
* Different spellcasting classes learn new arcana at different rates.
* Redistribute arcana among more talents, maybe add new arcana.
* Assign spell discriptors to various arcana and partitioning on that basis.
* Making some talents "cross-class" for some spellcasting classes.
* Assign a point cost (based on DC of effect?) and use a point-based variant to control usage.
* Just differentiate the classes on the basis of class features and flavour text instead of spell access.
I'm very interesting in hearing if people have had any success or experience in integrating the system into their own games.
Now, in Blue Rose, there is only one spellcasting class, but in my campaign world there are at least five. So, I'm looking for suggestions on integrating the new magic system to fit this kind of spread.
Summary of BR system: There are six talents(disciplines). Access to talents is determined by feats. Once you have access to a talent, you can learn arcana (spells) covered my that talent; take a feat to learn any two arcana you have access to. Using spells is essentially a skill check (assumes maximum ranks), spell usage is controlled in two ways: need to maintain concentration and/or fatigue inflicted when used.
Some of the ideas I am playing with:
* Restrict talents to specific classes.
* Different spellcasting classes learn new arcana at different rates.
* Redistribute arcana among more talents, maybe add new arcana.
* Assign spell discriptors to various arcana and partitioning on that basis.
* Making some talents "cross-class" for some spellcasting classes.
* Assign a point cost (based on DC of effect?) and use a point-based variant to control usage.
* Just differentiate the classes on the basis of class features and flavour text instead of spell access.
I'm very interesting in hearing if people have had any success or experience in integrating the system into their own games.