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Thread: Beef up Magic and make it Dangerous

  1. #51
    Keeper of Secrets Kot the Protector's Avatar
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    Re: Beef up Magic and make it Dangerous

    Blue Rose does an excellent job of adding lots of specializations and adjusting talents to make the game more rounded in terms of combat/ exploration/roleplaying encounters.

    The Music talent has been replaced with the MUCH IMPROVED Performance talent. It not only does what the original did, but adds stunt discounts for roleplaying stunts.

    They added a few roleplaying stunts as well as the stunts that are exclusive to the Relationship system.
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  2. #52
    Keeper of Secrets Kot the Protector's Avatar
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    Re: Beef up Magic and make it Dangerous

    Magic is also pretty solid in Blue Rose, with several spells having multiple uses listed with separate casting TNs, and several spells that act differently depending on the talent you took to gain access to that spell (for ex: Mind Delving lets you explore the mind of people with the Psychic Talent, and animals with the Animism Talent).

    There are no Magic Points to track in Blue Rose, but using lots of magic requires you to make tests to avoid Fatigue, and some spells allow you to force success by taking on Fatigue. Fatigue has several levels, from Winded to Dying. As long as you can make the tests to avoid Fatigue, you can essentially cast as much magic as you want.
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  3. #53
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    Re: Beef up Magic and make it Dangerous

    Just for the fun of it, I counted the combat-themed and the, eh, otherwise-themed Talents and Specializations in Blue Rose:

    Talents: 14 Combat, 24 Other

    Specializations: 15 Combat, 10 Other (take with a grain of salt - several of the "combat" ones include non-combat abilities. For example, the Pirate, the Sacred Warrior or the Swashbuckler have differing amounts of combat and non-combat advantages).

    Oh, and if you look for Intrigue options in AGE? Look no further than Blue Rose ...

  4. #54
    Keeper of Secrets Kot the Protector's Avatar
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    Re: Beef up Magic and make it Dangerous

    Iím expecting that most, if not all, of those specializations and other abilities will be available in the Companion! They wrote some solid stuff, so they will probably share the love!
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  5. #55
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    Re: Beef up Magic and make it Dangerous

    Quote Originally Posted by rulandor View Post
    Just for the fun of it, I counted the combat-themed and the, eh, otherwise-themed Talents and Specializations in Blue Rose:

    Talents: 14 Combat, 24 Other

    Specializations: 15 Combat, 10 Other (take with a grain of salt - several of the "combat" ones include non-combat abilities. For example, the Pirate, the Sacred Warrior or the Swashbuckler have differing amounts of combat and non-combat advantages).

    Oh, and if you look for Intrigue options in AGE? Look no further than Blue Rose ...
    That's good, I counted the F-AGE talents and got a 50-50 split (and then the specialisation are weighed so much towards combat it's not funny, most of the ones with noncombat elements are Mage ones). The main reason I'm not looking into Blue Rose is because I have no interest in the setting, despite the rules apparently giving a decent amount of what I want. Plus the cost factor.

    It's like, I'd buy Titansgrave: the Ashes of Valkana because it's the short of setting I like, but I don't care about the adventure that takes up most of it (is that world book still coming?). At some point it becomes paying too much for material I won't use just to get the bits I will.

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