Beyond 10th level, there's an optional system to acquire a new feature (equivalent to a feat, but those don't exist by that name in either AiME or LotRR) with every 10,000 XP gained. However, the game as a whole is pitched at lower levels. For instance, while AiME has several creature or NPC stat blocks of CR 6, with others going up to CR 9 (olog-hai captain) or even 21 (for an ancient dragon), the highest CR so far in LotRR is 3 (for a barrow-wight), not counting the Nameless Thing pseudo-template. Of course, LotRR only has two books out so far, with one focused on the low-CR environment of the Shire.
As for the Journey rules, they clearly share a common heritage: same Journey roles, similar Journey Event tables, etc. Some differences in LotRR compared to AiME:
- There are three new skills of specific use on Journeys: Wis (Explore), Wis (Hunting), and Wis (Travel).
- As an aside, LotRR does not add the Int (Shadow-lore) and Int (Traditions) skills, and has Int (Old Lore) instead of Int (Lore).
- No terrain types (e.g. Daunting, Severe), but some regions have a Peril Rating. The effects of this are applied during travel through the Perilous Area, rather than to the Journey as a whole as in AiME.
- No Embarkation check, just Pathfinding checks along the way, typically using Wis (Travel).
- Checks for Journey Events are determined by who encounters the Events (Wis (Hunting) for Hunters, Wis (Perception) for Look-outs, Wis (Explore) for Scouts) rather than by the nature of the Events.
- Journey Events seem more negative, on average, than in AiME.
- Journey Events are simpler to execute, but less interesting, IMO.
- As an example, I like how The Wonders of Middle-earth event in AiME can be interpreted either negatively or positively by a Player-hero (leading to gaining or recovering exhaustion), representing how the character's mood can impact their reaction to a common experience. The equivalent Joyful Sight event in LotRR sees either everyone in the Company gain inspiration, or have no effect.
- It doesn't have the multitude of region-specific Journey Event tables that AiME had, at least not yet.
- No Arrival check. One fatigue saving throw is made at the end of the Journey to see if a level of exhaustion is gained.