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Why FR Is "Hated"
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<blockquote data-quote="Ilbranteloth" data-source="post: 7162742" data-attributes="member: 6778044"><p>So going off on a tangent - I picked up the 5e Adventures in Middle Earth and there is basically no religion at all. It's very much along the lines of what [MENTION=58172]Yaarel[/MENTION] was asking for. There are setting specific classes, and everything is tied together pretty well. There are no magic using classes at all, but there are some magical abilities within the classes.</p><p></p><p>It is not a complete system, you need the basic rules for combat, etc. And there are notes that indicate if you want more magic, you can use classes form the core rules. I don't anticipate WotC going in this direction (several of the classes are essentially the core classes with a few modifications), but there are some interesting mechanics and such. But it replaces quite a bit of the PHB - classes and backgrounds entirely, equipment is pared down (more of a Dark Ages feel using only equipment mentioned in Tolkien's works), and the overall system presents a rather dark setting.</p><p></p><p> The Loremaster's Guide is completely different from the DMG, and includes many of the same subjects, but in greater depth for the DM's portion of the rules. The mechanics incorporate a number of rules that remind me of indie "story now" games, although it's still very much in the standard D&D realm for rules. But the whole looks like it would really help set a certain feel for a campaign.</p><p></p><p>I probably won't run it, there are a lot of mechanics that aren't my cup of tea, but I'll be stealing a <em>lot</em> of ideas.</p><p></p><p>And again, there's no religion. At least not that I've found yet.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7162742, member: 6778044"] So going off on a tangent - I picked up the 5e Adventures in Middle Earth and there is basically no religion at all. It's very much along the lines of what [MENTION=58172]Yaarel[/MENTION] was asking for. There are setting specific classes, and everything is tied together pretty well. There are no magic using classes at all, but there are some magical abilities within the classes. It is not a complete system, you need the basic rules for combat, etc. And there are notes that indicate if you want more magic, you can use classes form the core rules. I don't anticipate WotC going in this direction (several of the classes are essentially the core classes with a few modifications), but there are some interesting mechanics and such. But it replaces quite a bit of the PHB - classes and backgrounds entirely, equipment is pared down (more of a Dark Ages feel using only equipment mentioned in Tolkien's works), and the overall system presents a rather dark setting. The Loremaster's Guide is completely different from the DMG, and includes many of the same subjects, but in greater depth for the DM's portion of the rules. The mechanics incorporate a number of rules that remind me of indie "story now" games, although it's still very much in the standard D&D realm for rules. But the whole looks like it would really help set a certain feel for a campaign. I probably won't run it, there are a lot of mechanics that aren't my cup of tea, but I'll be stealing a [I]lot[/I] of ideas. And again, there's no religion. At least not that I've found yet. [/QUOTE]
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