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Using Adventures in Middle Earth rules in 5e without using Middle Earth
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<blockquote data-quote="lyle.spade" data-source="post: 7113108" data-attributes="member: 30042"><p>I'd like to hear about how you're using the AiME rules (from both the PG and LMG) in 5e games that are not set in Middle Earth. I've 'ported classes, cultures, virtues, journeys, the shadow, and fellowship rules into a new homebrew world, as briefly described below.</p><p></p><ul> <li data-xf-list-type="ul">Classes: I replaced the barbarian, bard, fighter, ranger, and rogue with the slayer, warden, warrior, wandered, and treasure hunter, respectively. The other PHB classes are playable as written, with the exception of the warlock (not allowed - doesn't fit the world well). I like that the AiME classes I'm offering don't have magic options. This provides greater class niche protection, and is more like 1e, which in this case I like. Cleric, Druid, Monk, Paladin, Sorcerer, and Wizard are all available, IAW the PHB.</li> <li data-xf-list-type="ul">Cultures/Races: The story is set, at least initially, in a kingdom that our play group created a few years ago, and I've added to the timeline by two centuries, providing new things and some familiar background. I am using some of the human cultures to represent the regional differentiation of people from around the realm, reskinning them with new names. Hobbits aren't part of the world, and so gnomes and halflings are RAW from the PHB. Half-orcs and half-elves are also RAW as from the PHB, and I reskinned the Elves of Mirkwood to be from the massive, ancient forest in this realm.</li> <li data-xf-list-type="ul">Virtues: They're options available as provided in the AiME PG, along with PHB Feats or stat boosts every four levels.</li> <li data-xf-list-type="ul">Journeys: Haven't use this system yet but I am eager to try it out in a few sessions once we get beyond the establishing shots of the campaign. I am marking the areas of the realm and around it in accordance with the Terrain Difficulty table (p176) and intend to use the rules as written.</li> <li data-xf-list-type="ul">Fellowshp Phase: We've used online tools for extensive story-building between sessions, and also got a lot of mileage out of the kingdom-building system from PF's Kingmaker AP. I like that the Fellowship Phase focuses instead of character and party development, rather than politics and economics, and I think I'll use it as written.</li> <li data-xf-list-type="ul">Shadow: Everyone's happy to have dumped alignment as a system, and we're all familiar with VtM's Humanity system, which the Shadow seems a lot like to me. I see no immediate need to alter the rules at all and will play them out as written.</li> </ul><p></p><p>Any thoughts from your end? Have you used any of these in a non-ME setting? Have you experienced any problems with them?</p></blockquote><p></p>
[QUOTE="lyle.spade, post: 7113108, member: 30042"] I'd like to hear about how you're using the AiME rules (from both the PG and LMG) in 5e games that are not set in Middle Earth. I've 'ported classes, cultures, virtues, journeys, the shadow, and fellowship rules into a new homebrew world, as briefly described below. [LIST] [*]Classes: I replaced the barbarian, bard, fighter, ranger, and rogue with the slayer, warden, warrior, wandered, and treasure hunter, respectively. The other PHB classes are playable as written, with the exception of the warlock (not allowed - doesn't fit the world well). I like that the AiME classes I'm offering don't have magic options. This provides greater class niche protection, and is more like 1e, which in this case I like. Cleric, Druid, Monk, Paladin, Sorcerer, and Wizard are all available, IAW the PHB. [*]Cultures/Races: The story is set, at least initially, in a kingdom that our play group created a few years ago, and I've added to the timeline by two centuries, providing new things and some familiar background. I am using some of the human cultures to represent the regional differentiation of people from around the realm, reskinning them with new names. Hobbits aren't part of the world, and so gnomes and halflings are RAW from the PHB. Half-orcs and half-elves are also RAW as from the PHB, and I reskinned the Elves of Mirkwood to be from the massive, ancient forest in this realm. [*]Virtues: They're options available as provided in the AiME PG, along with PHB Feats or stat boosts every four levels. [*]Journeys: Haven't use this system yet but I am eager to try it out in a few sessions once we get beyond the establishing shots of the campaign. I am marking the areas of the realm and around it in accordance with the Terrain Difficulty table (p176) and intend to use the rules as written. [*]Fellowshp Phase: We've used online tools for extensive story-building between sessions, and also got a lot of mileage out of the kingdom-building system from PF's Kingmaker AP. I like that the Fellowship Phase focuses instead of character and party development, rather than politics and economics, and I think I'll use it as written. [*]Shadow: Everyone's happy to have dumped alignment as a system, and we're all familiar with VtM's Humanity system, which the Shadow seems a lot like to me. I see no immediate need to alter the rules at all and will play them out as written. [/LIST] Any thoughts from your end? Have you used any of these in a non-ME setting? Have you experienced any problems with them? [/QUOTE]
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