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General Tabletop Discussion
*TTRPGs General
"Oddities" in fantasy settings - the case against "consistency"
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<blockquote data-quote="Shardstone" data-source="post: 9251876" data-attributes="member: 6807784"><p>People who pretend like changing the base 5E game to a new genre or world is an impossible feat are demonstrating a (nonoffensive) ignorance to game design.</p><p></p><p>The Lord of the Rings Roleplaying is the 5E version of TOR 2E. The classes in it are levels 1-10 and are dirt simple. A lot of the mechanics are taken from TOR 2E and moderatlly adjusted. All in all, it isn't a difficult conversion to make. </p><p></p><p>I've worked on and made plenty of published and nonpublished 5E materials. The core of the game is six stats, HP (actually optional btw), and d20 + mods. Even classes are optional (see Batman: Gotham City Roleplaying). </p><p></p><p>Anyone who states that making a game like 5E fit Middle-Earth is not viewing the objective reality of the situation. Before the Lord of the Rings Roleplaying debuted, I used to run Middle-Earth 5E games. I did it by limiting classes, subclasses, and races. Because an early Unearthed Arcana put out a Martial Ranger, I used that, Fighter, Rogue, Ranger, Monk, Barbarian. But even if we had used magical classes, many of their features or subclasses can be easily reflavored to fit Middle-Earth. Gandalf plainly uses spells like Speak With Animals, Summon Beast, Light, and you can even argue Scorching Ray against the Nazgul. You could easily argue that most of the vanilla half-caster Ranger's spells are just wisdoms the Ranger has picked up, not real spellcraft.</p><p></p><p>It isn't hard. The only people who think it's hard are people who refuse to accept that 5E is not the hard-defined game they think it is. That's why we have 5E spin-off games for just about every genre, from supers to scifi to cyberpunk.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9251876, member: 6807784"] People who pretend like changing the base 5E game to a new genre or world is an impossible feat are demonstrating a (nonoffensive) ignorance to game design. The Lord of the Rings Roleplaying is the 5E version of TOR 2E. The classes in it are levels 1-10 and are dirt simple. A lot of the mechanics are taken from TOR 2E and moderatlly adjusted. All in all, it isn't a difficult conversion to make. I've worked on and made plenty of published and nonpublished 5E materials. The core of the game is six stats, HP (actually optional btw), and d20 + mods. Even classes are optional (see Batman: Gotham City Roleplaying). Anyone who states that making a game like 5E fit Middle-Earth is not viewing the objective reality of the situation. Before the Lord of the Rings Roleplaying debuted, I used to run Middle-Earth 5E games. I did it by limiting classes, subclasses, and races. Because an early Unearthed Arcana put out a Martial Ranger, I used that, Fighter, Rogue, Ranger, Monk, Barbarian. But even if we had used magical classes, many of their features or subclasses can be easily reflavored to fit Middle-Earth. Gandalf plainly uses spells like Speak With Animals, Summon Beast, Light, and you can even argue Scorching Ray against the Nazgul. You could easily argue that most of the vanilla half-caster Ranger's spells are just wisdoms the Ranger has picked up, not real spellcraft. It isn't hard. The only people who think it's hard are people who refuse to accept that 5E is not the hard-defined game they think it is. That's why we have 5E spin-off games for just about every genre, from supers to scifi to cyberpunk. [/QUOTE]
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"Oddities" in fantasy settings - the case against "consistency"
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