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D&D 5E Cool Ideas from Adventures in Middle-Earth

I like the concept of the Journey mechanics - they seem to mix things up beyond simple random encounters. Is anyone using them in a normal 5E game? How do they feel in actual play? Seems like a neat idea to mix into SKT with all the running around the Sword Coat in the middle. I'm starting up that campaign in a couple of weeks and was considering sometimes using these for variety.
 
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Normally I'm not a fan of magic items that level up as you do in D&D, but we'll see how it goes. You unlock a new enchantment on your item as you level:

"Effectively, this means 1 Enchanted Quality for a hero
levels 1-4, 2 Enchanted Qualities from levels 5-12, and 3
Enchanted Qualities from level 13 on."

Here is an example of a legendary axe, with three enchantments that would unlock at the above guideline:

Orcsmasher, Bane of orcs
Cleaving (unlocked at level 1)
Craftsmanship: Any
Item: Close combat weapon
When you successfully hit your target with a weapon
blessed by this Enchanted Quality, you automatically
deal an additional number of hit points equal to your
Proficiency Bonus to another enemy creature engaging
you in combat.

Fell (unlocked at level 5)
Craftsmanship: Any
Item: Any weapon
Add +2 to all attack rolls with this weapon.

Foe-slaying (unlocked at level 13)
Craftsmanship: Elven, Númenórean
Item: Close combat weapon
Special: Bane
When you attack a bane creature, this Quality extends the
critical range of your weapon by a number equal to half
your Proficiency Bonus, rounded up. For example, say a
8th level Scholar bore a broadsword with this Enchanted
Quality activated. With a Proficiency Bonus of +3, she
extends her critical range by 2. Thus, her broadsword
causes a critical on a roll of 18, 19, or 20.
 

Normally I'm not a fan of magic items that level up as you do in D&D, but we'll see how it goes. You unlock a new enchantment on your item as you level:

"Effectively, this means 1 Enchanted Quality for a hero
levels 1-4, 2 Enchanted Qualities from levels 5-12, and 3
Enchanted Qualities from level 13 on."

Here is an example of a legendary axe, with three enchantments that would unlock at the above guideline:

Orcsmasher, Bane of orcs
Cleaving (unlocked at level 1)
Craftsmanship: Any
Item: Close combat weapon
When you successfully hit your target with a weapon
blessed by this Enchanted Quality, you automatically
deal an additional number of hit points equal to your
Proficiency Bonus to another enemy creature engaging
you in combat.

Fell (unlocked at level 5)
Craftsmanship: Any
Item: Any weapon
Add +2 to all attack rolls with this weapon.

Foe-slaying (unlocked at level 13)
Craftsmanship: Elven, Númenórean
Item: Close combat weapon
Special: Bane
When you attack a bane creature, this Quality extends the
critical range of your weapon by a number equal to half
your Proficiency Bonus, rounded up. For example, say a
8th level Scholar bore a broadsword with this Enchanted
Quality activated. With a Proficiency Bonus of +3, she
extends her critical range by 2. Thus, her broadsword
causes a critical on a roll of 18, 19, or 20.

Interesting.

I have been using weapons that reveal more powers as you level up/attune with them over time for a while now.

I like that it makes items feel more magical and extends their life. Making it a tougher choice to possibly exchange one item like that with a newly found one.


I do wonder why you dislike that sort of thing for D&D?
 

I do wonder why you dislike that sort of thing for D&D?


Not against them in general, just not for D&D. Most of my experience with items like that is from video games, so that's what I associate that mechanic with. I'm a D&D traditionalist--find new items to replace the ones you had before. Items that level up seem a bit video gamey to me.
 

Not against them in general, just not for D&D. Most of my experience with items like that is from video games, so that's what I associate that mechanic with. I'm a D&D traditionalist--find new items to replace the ones you had before. Items that level up seem a bit video gamey to me.

Interestingly I feel the opposite. Finding New magic items and replacing old ones feels way more video gamey to me. In the Hobbit, LoTR, and just about every fantasy book I've ever read magic items are so rare and special you would never replace one with another.

In AiME you're really only ever expected to have one or maybe two magic items. These Items should feel really special. I think this is a way to make those special items still feel unique and useful/powerful as you level up.

Also I think it fit's the fiction albeit a bit indirectly. When Bilbo Gets sting he has know idea what it can do. He just knows it's a dagger of eleven make. later, when he encounters Goblins he finds out that it glows when Goblins/orc are near. Even Later he finds out it's particularity effective against spiders and their webs.

You could just give the weapon all the powers right from the get go, but only reveal them when it's pertinent to the situation at hand. Having a level requirement for certain enchantment is just a other way to do it. I do think it is a "metagame" thing, but it doesn't bother me that much.
 

Interestingly I feel the opposite. Finding New magic items and replacing old ones feels way more video gamey to me. In the Hobbit, LoTR, and just about every fantasy book I've ever read magic items are so rare and special you would never replace one with another.

In AiME you're really only ever expected to have one or maybe two magic items. These Items should feel really special. I think this is a way to make those special items still feel unique and useful/powerful as you level up.

Also I think it fit's the fiction albeit a bit indirectly. When Bilbo Gets sting he has know idea what it can do. He just knows it's a dagger of eleven make. later, when he encounters Goblins he finds out that it glows when Goblins/orc are near. Even Later he finds out it's particularity effective against spiders and their webs.

You could just give the weapon all the powers right from the get go, but only reveal them when it's pertinent to the situation at hand. Having a level requirement for certain enchantment is just a other way to do it. I do think it is a "metagame" thing, but it doesn't bother me that much.

OH, I totally get how they have it better mirrors the ME lore. I'm totally OK with that, and will be using that system as I continue my AiME campaign. I was just saying in general with my personal history of playing D&D over the past 35 years. If I'm changing things up by going into ME, then I have no issues to use those rules that fit ME better. For example, when I play WFRP, my expectation on how magic items are used is totally different than D&D.
 

Ah, I wish I had had those rules.

I mean, I have done things like here and there---it actually goes back to 4E, where the resting rules could be very disruptive to certain kinds of play.

But still, the rational and details are important, and the take summarize by the banana moderator sounds very good.
 

OH, I totally get how they have it better mirrors the ME lore. I'm totally OK with that, and will be using that system as I continue my AiME campaign. I was just saying in general with my personal history of playing D&D over the past 35 years. If I'm changing things up by going into ME, then I have no issues to use those rules that fit ME better. For example, when I play WFRP, my expectation on how magic items are used is totally different than D&D.

Ah gotcha. i agree that its different than how a lot of (maybe even most) people play D&D. I've never been a fan of the magic item train myself.
 

Not against them in general, just not for D&D. Most of my experience with items like that is from video games, so that's what I associate that mechanic with. I'm a D&D traditionalist--find new items to replace the ones you had before. Items that level up seem a bit video gamey to me.

I see. I am of like mind with BookBarbarian. Swapping out items constantly seems more like the Video Game treadmill than the opposite. Feels right to me... from reading books those characters would not weild the mighty +1 sword then give it up for the mightier +2 sword. Rather have some wondrous or at least to the world wondrous magical item and keep it for most of the tale.

I can see where you are coming from though. Holding onto items does not have the same D&D feel. Especially if considering older editions.
 

Ah, I wish I had had those rules.

I mean, I have done things like here and there---it actually goes back to 4E, where the resting rules could be very disruptive to certain kinds of play.

But still, the rational and details are important, and the take summarize by the banana moderator sounds very good.

Yeah, the basics of a lot of these have been familiar to me since 4e, but one of the things I really appreciate about AiME is that the mechanics reinforce a world where making friends is important and travel is long and dangerous through wild lands. Things like having someone make an introduction when talking to NPC's is a small shift with tremendous flavor implications.
 

Into the Woods

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