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Adventures in Middle Earth: Players Guide

Started by Robyo, November 19, 2016, 08:50:27 AM

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Christopher Brady

Quote from: estar;934137First off when I say roleplaying, it is a shorthand for the things you do to play as a particular character with specific abilities, skills and personality.

The referee will have to put work into the roleplaying and World in Motion side of the campaign to make the class shine. For example one of their starting abilities is.



For a referee not doing World in Motion as part of his campaign this is something he will need to take into consideration.

Another is



Again if the referee doesn't use multiple languages in his campaign then this is going fall by the wayside. THE mechanic first level scholar get is healing hands. They get 1d8 healing die per level. Not only they can heal with this in combat, they can spend ten minutes and have the result multiplied by their prof bonus, they can use to cure disease, neutralize poison, and remove certain conditions. As they advance what they can do with healing dice expands.

Abilities with heavy roleplaying components are sprinkled throughout the other classes as well as abilities that relate to specific AiME/TOR concepts like audiences and journeys. The Wanderer class has several abilities that greatly help complete a journey successfully but otherwise don't do anything for combat or social interactions.

As whole it like Pendragon which only work if you are willing to roleplay as a Arthurian character. And many of it mechanics work  on the roleplaying level.

The sound more like a bard than a non-magic using wizard analogue.  Maybe people should change their perception?

I don't know, I don't own a copy.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

Skywalker

#31
The Warden is a direct non-magic Bard analogy, so that's why people tend to be confused by the Scholar. There is no direct D&D analogy, the closest being a non-magic Cleric. Their abilities relate to pretty specific (though central) parts of the game such as shadow lore, true names, magic etc.

At high levels, the Scholar pretty much achieves Gandalf, if he was not a Maiar, down to knowing of bad tidings before others, knowing words of opening in many languages, stopping Balrog's with verbal commands, and throwing fiery pine cones.

Spinachcat

Does AME give DM advice how Tolkein 5e is different than D&D 5e?

AKA, other than it's low magic with LotR place names, what does AME do in gameplay so I feel I am in ME as envisioned by JRR Tolkypants?

Skywalker

Quote from: Spinachcat;934348Does AME give DM advice how Tolkein 5e is different than D&D 5e?

AKA, other than it's low magic with LotR place names, what does AME do in gameplay so I feel I am in ME as envisioned by JRR Tolkypants?

The book that has been released to date is the Players Guide. The Loremasters Guide is next and will likely have that specific advice.

On saying that, there is a lot of elements in the Players Guide that shift the game toward Tolkien from D&D. These include entirely new classes, abilities, and skills that are prominent in the world like Riddle, new subsystems for Journeys, Audiences, Corruption, and downtime activities, and setting specific details like Cultures instead of Races and Backgrounds with Middle-Earth specific motivations.