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Adventures in Middle-earth Player's Guide
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<blockquote data-quote="BookBarbarian" data-source="post: 7095325" data-attributes="member: 6802553"><p><strong>4 out of 5 rating for Adventures in Middle-earth Player's Guide</strong></p><p></p><p>The artwork and Text of this book is just astounding. It really draws you into wanting to play in Middle Earth. making concepts from The One Ring work with 5e rules must have been pretty daunting. Mostly they succeed, but a few things rub me the wrong way.</p><p></p><p>It's mostly recognizable as 5e, with a few exceptions. Gone is the 5e spellcasting system. magic in Middle Earth is far more subtle and this is reflected in race & class & item abilities that are now Short or Long Rest based. The spellcasting system was always a bit heavy to me, and I don't mind not seeing it here.</p><p></p><p>Added are the Journey and Audience rules. These do a lot to expand and codify the Exploration and Social pillars of the game. Wilderness guides and Party faces are now more important than ever before.</p><p></p><p>Certain classes draw heavily from 5e classes. the Slayer is near identical to the 5e Barbarian, likewise the Treasure Hunter to the Rogue, and the Warrior to the Fighter. These are probably among the best balanced classes. The Wanderer is clearly based on the 5e Ranger but instead of spellcasting the Wander gets many bonuses tied to it's Known Lands (think favored terrain) given how important the new Journey Rules are to a AiME game this is actually a very reasonable trade off. Sadly the last two classes fall behind. The Warden is based of the Bard, however it gets very little in exchange for losing all it's spellcasting, and the Scholar seems to be an amalgamation of a cleric and a wizard. While one sublcass gets the option of being by far the best healer in the game, the other while trying to be a loremaster, gains also gains to little to make up for not having spellcasting, or having much to contribute, to combat, exploration, or social encounters.</p><p></p><p>Races have been substituted with Cultures and are easily identifiable has having come straight from 5e with the various human cultrues splitting the divide beteen 5e's Variant and non-Variant human options.</p><p></p><p>In place of Feats are Virtues some of which are open to all cultures, and others which are culture specific. here is where there are a few of the most egregious imbalances. particularly with one race being able to add Proficiency bonus to AC.</p><p></p><p>The good is you are encouraged to Modify the game to fit your table. The Loremasters guide which hits stores any minute now contains even more information for tailoring the game to suit your needs.</p><p></p><p>All in all it's a really beautiful book with a pretty solid system, that I'm happy to tweak here and there.</p></blockquote><p></p>
[QUOTE="BookBarbarian, post: 7095325, member: 6802553"] [b]4 out of 5 rating for Adventures in Middle-earth Player's Guide[/b] The artwork and Text of this book is just astounding. It really draws you into wanting to play in Middle Earth. making concepts from The One Ring work with 5e rules must have been pretty daunting. Mostly they succeed, but a few things rub me the wrong way. It's mostly recognizable as 5e, with a few exceptions. Gone is the 5e spellcasting system. magic in Middle Earth is far more subtle and this is reflected in race & class & item abilities that are now Short or Long Rest based. The spellcasting system was always a bit heavy to me, and I don't mind not seeing it here. Added are the Journey and Audience rules. These do a lot to expand and codify the Exploration and Social pillars of the game. Wilderness guides and Party faces are now more important than ever before. Certain classes draw heavily from 5e classes. the Slayer is near identical to the 5e Barbarian, likewise the Treasure Hunter to the Rogue, and the Warrior to the Fighter. These are probably among the best balanced classes. The Wanderer is clearly based on the 5e Ranger but instead of spellcasting the Wander gets many bonuses tied to it's Known Lands (think favored terrain) given how important the new Journey Rules are to a AiME game this is actually a very reasonable trade off. Sadly the last two classes fall behind. The Warden is based of the Bard, however it gets very little in exchange for losing all it's spellcasting, and the Scholar seems to be an amalgamation of a cleric and a wizard. While one sublcass gets the option of being by far the best healer in the game, the other while trying to be a loremaster, gains also gains to little to make up for not having spellcasting, or having much to contribute, to combat, exploration, or social encounters. Races have been substituted with Cultures and are easily identifiable has having come straight from 5e with the various human cultrues splitting the divide beteen 5e's Variant and non-Variant human options. In place of Feats are Virtues some of which are open to all cultures, and others which are culture specific. here is where there are a few of the most egregious imbalances. particularly with one race being able to add Proficiency bonus to AC. The good is you are encouraged to Modify the game to fit your table. The Loremasters guide which hits stores any minute now contains even more information for tailoring the game to suit your needs. All in all it's a really beautiful book with a pretty solid system, that I'm happy to tweak here and there. [/QUOTE]
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