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Using Adventures in Middle Earth rules in 5e without using Middle Earth
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<blockquote data-quote="GlassJaw" data-source="post: 7113535" data-attributes="member: 22103"><p>Overall I liked the book a lot. Really high production values and lots of innovative ideas. The Journeys, Audiences and Fellowship rules are great and you can use them almost out of the box for even a "standard" 5E game.</p><p></p><p>The Shadow rules are well done as well and with some tweaking, could be applied to specific settings (like Ravenloft) or just to give your campaign a different feel.</p><p></p><p>Honestly my least favorite part of the book was the new classes and races (cultures). The cultures felt rather bland, especially the various humans. I also don't like that the feats (virtues) are primarily culture-specific. There are some good ones in the mix and feels like a lost opportunity for not opening up access more.</p><p></p><p>I'll echo what BookBarbarian said about some of the classes. Warden is cool; I really like the concept of a spell-less bard. But does feel like it's missing something. I think Book is on the right track with giving the Warden some kind of combat maneuver system.</p><p></p><p>The Treasure Hunter is my favorite class, and the Wanderer definitely has some things that I wish the core 5E Ranger had. </p><p></p><p>The Slayer suffers from lack of cohesive design or identity. It keeps the barbarian's unarmored defense and heavy armor restriction while raging. But then the Foe-Hammer path removes that restriction and gives further bonuses when wearing armor. The Rider path focuses on mounted combat. What if I don't want to wear armor and my character isn't trained in mounted combat? I don't dislike either path but there should have a been a third option.</p><p></p><p>The Scholar was the biggest disappointment for me as it was billed as the low-magic answer for 5E. In reality, it's a skill-monkey healer with no benefits in combat (aside from healing). I know AiME is not a combat-heavy setting but no unique combat abilities is a gross design oversight. The class doesn't feel very "Gandalf" to me either.</p><p></p><p>tl;rd - I would use the non-character rules almost as-is for any 5E campaign, low-magic or otherwise. My current is mostly new players so I haven't thrown more options at them yet but down the road I could see the Wanderer as a Ranger option (or substitute) and the Warden as the basis for a Warlord/Commander-esque class. Some paths could probably be added to the 5E classes without much difficulty too.</p><p></p><p>But for a low-magic campaign, there is still work to be done. AiME doesn't have any rules on variant casting systems and the Scholar doesn't come close to fulfilling that need.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7113535, member: 22103"] Overall I liked the book a lot. Really high production values and lots of innovative ideas. The Journeys, Audiences and Fellowship rules are great and you can use them almost out of the box for even a "standard" 5E game. The Shadow rules are well done as well and with some tweaking, could be applied to specific settings (like Ravenloft) or just to give your campaign a different feel. Honestly my least favorite part of the book was the new classes and races (cultures). The cultures felt rather bland, especially the various humans. I also don't like that the feats (virtues) are primarily culture-specific. There are some good ones in the mix and feels like a lost opportunity for not opening up access more. I'll echo what BookBarbarian said about some of the classes. Warden is cool; I really like the concept of a spell-less bard. But does feel like it's missing something. I think Book is on the right track with giving the Warden some kind of combat maneuver system. The Treasure Hunter is my favorite class, and the Wanderer definitely has some things that I wish the core 5E Ranger had. The Slayer suffers from lack of cohesive design or identity. It keeps the barbarian's unarmored defense and heavy armor restriction while raging. But then the Foe-Hammer path removes that restriction and gives further bonuses when wearing armor. The Rider path focuses on mounted combat. What if I don't want to wear armor and my character isn't trained in mounted combat? I don't dislike either path but there should have a been a third option. The Scholar was the biggest disappointment for me as it was billed as the low-magic answer for 5E. In reality, it's a skill-monkey healer with no benefits in combat (aside from healing). I know AiME is not a combat-heavy setting but no unique combat abilities is a gross design oversight. The class doesn't feel very "Gandalf" to me either. tl;rd - I would use the non-character rules almost as-is for any 5E campaign, low-magic or otherwise. My current is mostly new players so I haven't thrown more options at them yet but down the road I could see the Wanderer as a Ranger option (or substitute) and the Warden as the basis for a Warlord/Commander-esque class. Some paths could probably be added to the 5E classes without much difficulty too. But for a low-magic campaign, there is still work to be done. AiME doesn't have any rules on variant casting systems and the Scholar doesn't come close to fulfilling that need. [/QUOTE]
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