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So You're Just Not "Feeling It" for 5e - What ARE you excited about?
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<blockquote data-quote="Bluenose" data-source="post: 6316990" data-attributes="member: 49017"><p>Middle Earth, yes, specifically set in the period between The Hobbit and Lord of the Rings. The initial rules set and expansions covered the Wilderlands, the area around Mirkwood, although the next expansion is supposed to be Rivendell and it's environs. </p><p></p><p>As for the system, it's simple in principle, 1d12+xd6 vs TN, where the xD6 is based on your relevant skill. There's a few ways to get auto-successes, my character in a PbP I'm in didn't have to make travel rolls when we were travelling along the river because he's got a speciality in Boating, and another keeps us happier (can restore Hope) because he has one in Cooking. Combat is basically TotNM, exact positioning doesn't matter though your approach does - Stances determine how easy it is for a character to hit and to be hit, so aggressively pursuing chances to attack means you'll get them, but you'll also be hit more often. The skill system puts as much emphasis on journeys and meeting people as it does on combat, and they're probably a larger part of the game. There's a very nice character builder <a href="http://azrapse.es/tor/sheet.html" target="_blank">online</a>, which also includes explanations of what things mean, which might help you get some idea of the game. </p><p></p><p>As for what I like about it, it's Middle Earth done in a way that makes it feel like Middle Earth. I could imagine telling the stories of our party on a site of Tolkein fiction and it not feeling out of place, which was not the case with previous Middle Earth games. I could also see using it for other settings, with some work in creating cultures.</p></blockquote><p></p>
[QUOTE="Bluenose, post: 6316990, member: 49017"] Middle Earth, yes, specifically set in the period between The Hobbit and Lord of the Rings. The initial rules set and expansions covered the Wilderlands, the area around Mirkwood, although the next expansion is supposed to be Rivendell and it's environs. As for the system, it's simple in principle, 1d12+xd6 vs TN, where the xD6 is based on your relevant skill. There's a few ways to get auto-successes, my character in a PbP I'm in didn't have to make travel rolls when we were travelling along the river because he's got a speciality in Boating, and another keeps us happier (can restore Hope) because he has one in Cooking. Combat is basically TotNM, exact positioning doesn't matter though your approach does - Stances determine how easy it is for a character to hit and to be hit, so aggressively pursuing chances to attack means you'll get them, but you'll also be hit more often. The skill system puts as much emphasis on journeys and meeting people as it does on combat, and they're probably a larger part of the game. There's a very nice character builder [URL="http://azrapse.es/tor/sheet.html"]online[/URL], which also includes explanations of what things mean, which might help you get some idea of the game. As for what I like about it, it's Middle Earth done in a way that makes it feel like Middle Earth. I could imagine telling the stories of our party on a site of Tolkein fiction and it not feeling out of place, which was not the case with previous Middle Earth games. I could also see using it for other settings, with some work in creating cultures. [/QUOTE]
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So You're Just Not "Feeling It" for 5e - What ARE you excited about?
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