Ebook Download Adventures in Middle Earth: Player's Guide
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Adventures in Middle Earth: Player's Guide
Ebook Download Adventures in Middle Earth: Player's Guide
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Product details
Hardcover
Publisher: Cubicle 7 Entertainment Ltd (November 9, 2016)
Language: English
ISBN-10: 0857443038
ISBN-13: 978-0857443038
Product Dimensions:
8.8 x 0.8 x 10.7 inches
Shipping Weight: 1.9 pounds (View shipping rates and policies)
Average Customer Review:
4.3 out of 5 stars
22 customer reviews
Amazon Best Sellers Rank:
#112,188 in Books (See Top 100 in Books)
This book is essentially the One Ring rule book written for the D&D 5.0 rule system instead. The art is the same, the organization (as much as possible given the different rule systems) is the same, the time frame and locations used for Middle Earth are the same, and some of the game mechanics even are the same. For me, this book was a godsend because I had tried to run a One Ring campaign and just couldn't keep it going, mainly because of the rules. Don't get me wrong, I think the One Ring rules are awesome, but for me and my players, they just were not very intuitive and learning how the stuff on the character sheet actually relates to the play of the game was a pretty steep learning curve and we eventually just gave up.This book, IMO, takes all the great stuff from the One Ring book which makes the game feel like a Tolkien novel, but uses most of the very familiar D&D 5.0 game mechanics for actual play. As an example, this book includes the Journey Phase of the One Ring game which really makes the players feel like their characters are traveling on a long road of adventure, just like Tolkien's books do. They also took out a lot of the stuff in the standard D&D 5.0 game that makes no sense for a Middle Earth setting. For example, magic is almost nonexistent, long rests are only possible if the characters are in a sanctuary-type environment, etc. The classes will be somewhat familiar with slightly different names, but there are some really interesting more Middle Earth classes, like the Scholar and the Warden, that are quite cool and will give old-time players something new to play with.If you want as pure of a Middle Earth role-playing experience as possible, I would say go with the One Ring rules. There are some things about D&D 5.0 no matter how much you alter the rules that are not very good "fits" for a pure Tolkien experience. However, if you like the comfort of the familiar D&D 5.0 rules (or any version of the game for that matter), while at the same time capturing that feel of a Tolkien novel, I would say go with this book. I am running a limited campaign right now using these rules and am really enjoying it.
After giving this game a thorough read through I can't wait to run it. I'm a big D&D fan, I currently have a 5E game going. I'm also a big Tolkien fan, so I was really looking forward to this game coming out, I'm not disappointed.This is a great adaptation to D&D of the One ring role-playing game.The setting information comes after The Hobbit, but before The Lord of the rings. And takes place in the wildlands area of middle earth.One of the biggest departures from stock D&D is the lack of caster classes. Staying very true to middle earth setting being low magic.
This is a wonderful reworking of the The One Ring (TOR) RPG material into a much more enjoyable 5E version game. One of my biggest problems with TOR was how it often felt more like playing a board-game (restrictive) than an RPG (open to player choices). That has been rectified. Very high quality and clearly the work of talented people that truly love the works of J.R.R. Tolkien. This is game for lovers of the books, not lovers of those awful movies.
I don't know what the time will come that I will get to use these rules to do a Middle-Earth campaign, but I suspect that when the time comes, these rules and suggestion will be very handy and useful.They seem to do a good job of recreating a Middle-Earth game (mind you, I haven't tested them yet, but from just reading the rules, I think I won't be wrong here). Gritty, long travels, the possibility of falling into despair and anguish, low magic, no easy places to rest and restore your abilities, character classes that mirror much of 5e but in some cases give certain abilities a good low-magic feel, etc.And the books themselves overall are well-done. I haven't yet had any issues with the binding of the book or pages falling out so maybe I dodged a bullet there. The artwork is good, the lettering is clear.If you want to make a 5e D&D game based on Middle-Earth, I would highly recommend this and the Loremaster's Guide.
Awesome book! A requirement for running adventures, but it is definitely more than just basic framework. In depth information about the motivations of various cultures that run around Middle Earth are held within. The art is great, and gives the players a good reference for the imagery of the setting. The possibilities are pretty staggering in the book alone, and combined with the 5E D&D Player's Handbook, the DM can make a very easy to use set of rules the Player's can follow for character creation. Note, the 5E D&D Player's Handbook is NOT required, but I recommend it. A lot is explained!
I love D&D 5E and I love Tolkien and all things Middle-Earth. This gives me the best of both. It is based on D&D 5E but with significant differences that capture the feel of Middle-Earth. I love some of the mechanics (Journey rules and the way magic items work) that I will seriously consider porting them over to the next normal D&D game I run. The book is full of rich background that stays as canon as possible to the works of Tolkien. The material that is added to the background is done with an eye toward not disrupting the existing feel of the setting. Overall I am very pleased with the job that Cubical 7 has done. I have bought everything that they have published for Adventures in Middle-Earth so far, and I look forward to each new release.
I love this game. I have a group that meets about once a month (we actually meet every week, but play different campaigns the other weeks). We really enjoy the feel of this game. Our other campaigns are 5e, but this feels so different. The changes to the rules really help you feel as if you are in Tolkien's world. If I master another 5e campaign, there will be many features of this game that I will bring over, especially the journey and fellowship systems. I really like the shadow-weakness as well.
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