Cubicle 7 is selling a whole book based around the Adventures in Middle Earth journey rules, so that seems to suggest they're much more robust.Since I have you here, do you find it meaningfully different that what's in the DMG?
Yeah, 1E traits are once per session autosuccess. 2e, just extra dice.Oh yea, the hope and song stuff is altered, but I would disagree that it is a downgrade. You dont' use hope as a resources near as often, but it still remains a vital part of the game. Songs, we didn't do much, but there are MORE ways to use it in 1e, and I believe the rules are backwards compatible.
Journeys are quite changed. But again more streamlined and I like it way better. To me it seems like less to manage without much loss in terms of game play/flavor.
And I think that is the best argument for TOR2. Anything you want to use from 1e or revised, is, if I can be believed, backwards compatible. Because whilst the traits are the same, they are not used the same from 1e to 2e. (I hope that makes sense)
Everyone should read MERP for the critical hit/fumble tables, if nothing else. They were a thing of beauty.No ICE MERP? Kidding.
Yet another "Blanding of TOR" element.
I disagree. I regard TOR 2e as superior to the previous incarnations in every aspect. For me they cleaned up the game. They made it better.Yeah, 1E traits are once per session autosuccess. 2e, just extra dice.
Yet another "Blanding of TOR" element.