Really an excellent book--I picked it up last week and was quite impressed. I do have some concerns with it, however. Nothing crippling, these are all things which are easy to fix for any GM worth their salt. I love the spells, the character creation process, the fact that they threw balance out the window (elves are just *better*!), the social skills and the importance of bearing, the orders (I want to play a dwarven craftsman/loremaster!), and almost everything else. The comments below are therefore not to be taken as whining or mudslinging, but a starting point for discussion.
Klaus said:
2 - Whenever you get 1000 XP, you get one "Advancement", which is composed of 5 "Advancement Picks". You can spend these picks in things like: +1 to an Order (class) or Race skill (these cost 1 pick each); +1 to a Favored Reaction ("good save") (2 picks); New Order Ability (like a Feat, like Walk Without Trace for a Ranger) (3 picks); +1 to Favored Attribute (like Strength for a Warrior) (4 picks); New Order ("multiclassing") (5 picks).
Starting skills can have up to +6 (on 2d6) ranks, and the rules imply that +12 is the maximum. Each order has about half-a-dozen abilities that can be picked, although some can be picked multiple times. I have the impression that after 10 or so advancements, the players will be casting about for somewhere to go; their key skills and order abilities will be maxed out. You can spend picks on improving your stats as well, but by this time you'll have pretty much acheived your primary character concept I think. Maybe I'm wrong, but my impression is that it would be difficult to sustain a long (say, 2+ years) campaign in LotR.
I know you can always pick up another order, but then all the players start to converge. I don't think it's very LotR-like for Aragorn to start learning magic from Gandalf just because he's mastered the art of being a ranger!
4 - Learning Spells: A member of one of the spellcasting classes (Loremaster, like Celeborn; Magician, like a "conjuror of cheap tricks"; or wizard, like Big G) can spend picks (see "Advancement" above) to learns the Spellcasting order ability (3 picks). Each time the character chooses this ability (which must be the first for Magicians and Wizards), he gets either 2 spell picks (for Loremasters) or 5 spell picks (for the other two classes).
This is very good, but some of the spells beg for more limitations or prerequisites. The only spell that really stands out as a black sheep to me is the Lightning spell, which does a huge amount of damage and has no prerequisites whatsoever. Sure, it's tiring, but even a magician with a few advancements could cast it pretty frequently. The only literary source I can see for this spell is from the Hobbit "I killed a goblin or two with a flash..." (Gandalf to Beorn), and it seems overpowered for the genre.
5 - Casting: A character can cast a spell as many times as desired, provided he can speak, gesture and withsatand weariness (like a Fort save against a DC of, say 14+ spell level, or become fatigued, and so forth). To avoid too much Weariness, the book suggests that spellcasters exercise restraint. Even Gandalf, the most powerful spellcaster in the late Third Age, carried around a sword.
In the books, the main reason Gandalf didn't use magic a lot was because he didn't want to reveal his presence--or so he claimed. Gandalf the White was clearly more powerful and used it when called for, but was such an important figure that he had more pressing duties relating to politics and leadership. I agree with the authors that it's not very genre-like to have the spellcasters throwing around a lot of spells, but I wish they'd supported this tendency with more rules. The Sense Power spell, for example, has a very short range--if they made it a much longer range (miles instead of feet, for example), and everyone knew that the powerful magicians of middle-earth would probably detect your spellcasting, that might be a good way of doing it.
7 - The book offers several advice to differ the LotR game from other "fantasy RPGs": Don't hurt the characters (!!!), to keep them from wearing heavy armor: they say that apart from Frodo and Boromir, no other member of the Fellowship got injured in the trilogy. Spellcasters shouldn't cast many spells: let the spells be a support, don't have them blast enemies with Lightning left and right. Avoid extensive planning (like when PCs plan the invasion of a dungeon, y'know).
While it's true that DMs can really set the tone of a campaign, this advice didn't ring true. The world of Middle-Earth is a dangerous place, and simply telling spellcasters not to use their spells too often because it's out of genre, or the fighters not to wear armour because Aragorn didn't, just feels wrong to me. The illusion of threat is not enough, and pulling all your punches to maintain the atmosphere isn't a good solution.
Finally, I would have liked to see some of the Fellowship statted as well as their enemies.
--Ben