Merlyn's Comic Books and More
User Info

Welcome Anonymous


Latest: AsenWolf
New Today: 0
New Yesterday: 0
Overall: 898

People Online:
Members: 0
Visitors: 126
Total: 126
Who Is Where:
01: Community Forums
02: Community Forums
03: Community Forums
04: Home
05: Stories Archive
06: Stories Archive
07: Home
08: Stories Archive
09: Home
10: Home
11: News
12: Community Forums
13: Community Forums
14: Community Forums
15: Community Forums
16: Community Forums
17: Home
18: Home
19: Stories Archive
20: Community Forums
21: Home
22: Community Forums
23: Community Forums
24: Community Forums
25: Community Forums
26: Community Forums
27: Community Forums
28: Community Forums
29: Home
30: Community Forums
31: Home
32: Home
33: Community Forums
34: Community Forums
35: Stories Archive
36: Community Forums
37: Community Forums
38: Home
39: Home
40: Community Forums
41: Community Forums
42: Community Forums
43: Stories Archive
44: Stories Archive
45: Community Forums
46: Home
47: Home
48: Community Forums
49: Community Forums
50: Community Forums
51: Community Forums
52: Community Forums
53: Community Forums
54: My Account
55: Stories Archive
56: Community Forums
57: Community Forums
58: Stories Archive
59: Home
60: Community Forums
61: Community Forums
62: Community Forums
63: Community Forums
64: Stories Archive
65: Community Forums
66: Home
67: Community Forums
68: Community Forums
69: Home
70: Community Forums
71: Community Forums
72: Stories Archive
73: Community Forums
74: Community Forums
75: Stories Archive
76: Community Forums
77: My Account
78: Home
79: Home
80: Community Forums
81: Community Forums
82: Stories Archive
83: Community Forums
84: Home
85: Community Forums
86: Community Forums
87: Community Forums
88: Community Forums
89: Community Forums
90: Stories Archive
91: Community Forums
92: Community Forums
93: Community Forums
94: Home
95: My Account
96: Community Forums
97: Home
98: Community Forums
99: Stories Archive
100: Community Forums
101: Stories Archive
102: Community Forums
103: Community Forums
104: Stories Archive
105: Home
106: Community Forums
107: Home
108: Home
109: Community Forums
110: Home
111: Community Forums
112: Home
113: Home
114: Home
115: Community Forums
116: Community Forums
117: Home
118: Community Forums
119: Stories Archive
120: Community Forums
121: Home
122: Community Forums
123: Community Forums
124: Community Forums
125: Stories Archive
126: Community Forums

Staff Online:

No staff members are online!

Main Menu

Community Forums › Role Playing Games › Other › Get your Middle-Earth into D&D
Get your Middle-Earth into D&D

Post new topic   Reply to topic   Printer Friendly Page     Forum IndexOther
View previous topic :: View next topic  
Author Message
Intarweb Mastar!

Joined: Jul 31, 2014
Posts: 217

PostPosted: Sun Nov 20, 2016 1:37 pm    Post subject: Get your Middle-Earth into D&D

Smaug has been defeated, the Battle of Five Armies has been won, and Bilbo has returned to the Shire. But much danger still remains, and from the Orc-holds of the mountains to the dark and corrupt depths of Mirkwood a darkness waits, recovering its strength, laying its plans, and slowly extending its shadow…
In Dale, King Bard sends out a call for brave adventurers to journey to Laketown and assist him in restoring the glory of the North.

Cubicle 7 is not stranger the lands and world of Middle-earth as they already has a Lord of the Rings RPG: The One Ring, which is an amazing RPG in its own right, but how will they bring ME to D&D 5E?
Adventures in Middle-earth Player’s Guide (Which I will refer to as AME for the reminder of this review) is currently available in pdf and print preorder (which will also get you the pdf version); the book version will be available soon, With the Adventures in Middle-earth Loremaster’s Guide (Dungeon Master) is due to follow later this fall.
The Player’s Guide is as a 224-page full-color pdf, Amazing artwork and fully bookmarked for easy searching. Note – You will also get an iPad formatted PDF as well, which was a pleasant surprise, and most welcomed. The way it reads and the “feel” of the book really invokes the world of Tolkien and Middle-earth.

The Full Break down
The book is laid out into 11 different chapters

Chapter One gives you the information about the significance of 2946 in the Third Age and overview of the Free Folk of the North, the Free Folk of Eriador, the Free Folk of the South and the activities of the Shadow.

Chapter Two explains how the rules of Adventures in Middle-earth Player’s differs from standard D&D 5th Edition game. It contains rules for creating characters, the Cultures of Middle-earth, the classes this book introduces, Middle-earth Backgrounds, Virtues, the Game Rules, Journeys, Corruption, Audiences, and the Fellowship Phase.

Chapter Three are the Cultures of Middle-earth, which take the place of 5th Edition’s Races. The cultures detailed are Bardings, Beornings, the Dunedin, Dwarves of the Lonely Mountain (further defined by Erebor and the Iron Hills), Elves of Mirkwood, Hobbits of the Shire (further defined by Harfoot and Stoor), Men of Bree, Men of the Lake, Men of Minas Tirith, the Riders of Rohan, and the Woodmen of the Wilderland.

Chapter Four introduces the Classes unique to AMe.

Chapter Five covers Virtues which are AMe’s term for Feats. Virtues are specific to a Culture, they are well designed and constructed and could easily add new options for a standard 5th Edition game.

Chapter Six details the Backgrounds of AME, and each includes a character’s Hope and Despair to really dig deep into the lore of the setting. The Backgrounds are Loyal Servant, Doomed to Die, Driven from Home, Emissary of your People, Fallen Scion, The Harrowed, Hunted by the Shadow, Lure of the Road, The Magician (a performer), Oathsworn, Reluctant Adventurer, Seeker of the Lost, and World Weary.

Chapter Seven Covers Equipment, detailing such things as Dalish Fireworks, Dwarven Toys, and Cultural Heirlooms. Cultural Heirlooms cannot be purchased, only rewarded, and they take the place of 5th Edition’s magic items. Heirlooms for each Culture are provided.

Chapter Eight introduces the rules for Journeys, as travel is greatly emphasized in Middle-earth.

Chapter Nine details the Shadow and the Corruption mechanic is fully presented. Each Classes’ Shadow Weakness is detailed, as well. Consequences of Corruption, such as madness and degeneration are detailed.

Chapter Ten Covers Audiences, a rules sub-system for meeting with and seeking aid from some of the “big names” in Middle-earth, those that we have all read about or watched on film.

Chapter Eleven covers the Fellowship Phase, which adds another rules sub-system for allowing character to recover between seasons and helps flesh out what they were up to when they have gone their separate ways, sometimes for years at a time. It includes options for Rest and Recovery, Undertakings (accomplishments important to individual heroes), Training, Gaining a New Trait (a fundamental change to the character), Heal Corruption, Meet a Patron, Open a Sanctuary, Receive a Title, and Research Lore.

You Got Your Middle-Earth IN My D&D!
Characters options is where this book really shines, The Player’s Guide uses well over half of its page count to present an almost entirely new system of character creation.
PCs have the same six attributes (Strength, Dexterity, etc.) you’d expect.
The choice of race expands into culture. You will gain abilities unique to each homeland

There are six brand new classes, which are meant to be used in place of the core D&D classes, and of course bring the world of Tolkien into D&D
⁃ The scholar, which fills the healer role as well as the lore expert.
⁃ The slayer, is pretty much just a modified barbarian
⁃ The treasure hunter, which is rogue (With Interesting Subclass options)
⁃ The wanderer, which is your ranger.
⁃ The warden, which is based on the bard (Minus Magic and Music).
⁃ The warrior, which is a fighter
As you can see, this will help you immerse yourself into Middle-earth, some of you might be asking but wait, there is no spell caster, which of course, fits well into the theme, as “Magic” is very rare in Middle-earth. They thing they struck me the most, is I think these are fairly well balanced. I think they would fit nicely into a normal D&D game; I would not have a problem with any of my players wanting to use one of these choices in a normal game.

Another big change is how the Backgrounds are handled here. Core 5E backgrounds can be thought of as the professions the PCs followed before adventuring, providing a second set of skills and a minor ability. In AME they provide motivations to adventurers, like Loyal Servant and doomed to die. Which means that the flavor of Middle-earth comes through very strongly indeed. They provide most of the same elements as core 5E backgrounds, including personality traits, but they also have a bit more mechanical aspect. Players also gain a specialty, which acts a bit like an uber-skill like old lore, supplementing existing skills (it provides proficiency if you lack the skill that would normally apply, or advantage if you have it).

Feats are optional in core 5E. AME lacks feats, but it replaces them with virtues…which if I’m honest are the same thing here, but grouped into cultures, evoking specific aspects of those races/homelands. An example of this is the Beornings has a virtue called, Brothers To Bears, you get enhanced Sight and Hearing during the day, and a night you get a bonus to Wisdom abilities checks. This is another way this makes Middle-earth shine here, as you can really emphasize the cultural heritage and
And of course, we get a nice selection of Weapons and Armors from the lands of Middle-earth. Sorry no Sting for you though! They do have options for what are called Cultural Heirlooms, which are ancient weapons, ie – Bow Of The North Downs (Shortbow) these are SUPER rare as you expect, but your Loremaster (DM) will have the option to throw this into a game. As a rare reward and something you might find deep within a dungeon or dragon’s horde!

New things in the AME book
I’d say the most extensive addition is the Journey system. We all know that it was all about the journey in the books. Note this is based on the One Ring, but it’s VERY different than the analog in The One Ring, which amounts to planning and then several die rolls to avoid fatigue (and that trigger hazards on particularly unlucky rolls). We get several stages to the rolling: one at the outset to determine the omens, several in the middle to represent dangers and events, and one representing the conclusion. Each stage rolls into the next, and there’s always very explicit story connected to the dice rolls – though the specifics of each encounter are up to the Loremaster (DM), the tables specify the types of encounters they can use.

One of the biggest changes from D&D Core rules is there’s no alignment in AME: the game explicitly assumes that PCs are heroes, always doing the right thing, working against the Shadow. But there is a very robust system to represent the corruption PCs accumulate shadow points from evil actions, horrific sights, or blighted places, PCs who do the right thing will still suffer as they visit dangerous places. These points can be removed (with difficulty), but if they ever exceed a character’s Wisdom score the PC is likely to have a bout of madness. I thought of this reminiscent to the madness you receive in various Cthulhu Games. The particular expression of this is determined by the PC’s character class, each of which has a shadow weakness. During one of these bouts, the Loremaster (DM) will takes control of the character, forcing them to do something they will regret. If it happens again it gets worse, until eventually the PC must be retired.
This might be the biggest shock to D&D players, Here there are real consequences for evil actions, and you may even lose temporary control of your PC. But it is nice that these consequences are very clear, so there’s not a lot of gray area – and steps you can take to control the danger. It will make you think before you take an evil action, is it worth what might happen to your character?

Finally, the last major system is the fellowship phase, which is basically an downtime system. The game assumes that the PCs undergo about one adventure per year and spend the remainder of the year recovering. This phase lets the PCs accomplish something in that extra time, from recovering from grievous injuries to opening new settlements for future rests. Interestingly, many of the cultural virtues also provide interesting “training” options – if a PC devotes their downtime to training, they can gain a new ability.

The book concludes with Pre-Generated characters to get you playing in the worlds of Middle-earth fast.
Back to top
View user's profile
Display posts from previous:   
Post new topic   Reply to topic   Printer Friendly Page     Forum IndexOther All times are GMT - 8 Hours
Page 1 of 1

Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum

Latest Posts
Last 10 Forum Messages

February 2019 Heroclix Events
Last post by HZeraze in Heroclix, Wizkids on Feb 01, 2019 at 03:27:04

Star Wars Legion, Bases, and Stands
Last post by Hobomonkey in General Gaming Discussion on Jan 24, 2019 at 01:45:36

Last post by MIK_EL_PABST in General Gaming Discussion on Nov 19, 2018 at 21:25:38

Smash Up the Bigger and Geekier box
Last post by MIK_EL_PABST in General Gaming Discussion on Sep 11, 2018 at 01:06:52

August 2018 Heroclix Events
Last post by HZeraze in Heroclix, Wizkids on Aug 16, 2018 at 17:46:40

July 2018 Heroclix Events
Last post by HZeraze in Heroclix, Wizkids on Jul 27, 2018 at 18:54:37

Last post by MIK_EL_PABST in General Gaming Discussion on Jun 05, 2018 at 03:46:00

Last post by MIK_EL_PABST in General Gaming Discussion on May 14, 2018 at 02:19:12

Firefly Adventures: Brigands and Browncoats
Last post by MIK_EL_PABST in General Gaming Discussion on May 08, 2018 at 02:39:43

Tons of New Bones Minis!
Last post by CharlesFaust in D&D Minis on Apr 14, 2018 at 20:11:22

Best comic book to movie adaptation

Results :: Polls

Votes: 1600
Comments: 4


Get Firefox!
The logos and trademarks used on this site are the property of their respective owners
We are not responsible for comments posted by our users, as they are the property of the poster
Interactive software released under GNU GPL, Code Credits, Privacy Policy
Created by Mars