Can you play without the Journey rules? (or can't figure out the rules ...help!!)

The place for discussion of Cubicle 7 and Sophisticated Games' "Adventures in Middle-earth" OGL setting.
JVV
Posts: 65
Joined: Sun Sep 18, 2016 3:59 pm

Re: Can you play without the Journey rules? (or can't figure out the rules ...help!!)

Post by JVV » Mon Sep 25, 2017 8:01 pm

ThrorII wrote:
Tue Aug 01, 2017 10:01 pm
If you're worried about too much combat, then hand pick the challenges to fit the Mirkwood theme.
Environmental challenges are very apropos. A good example might be the need to cross a particular difficult stretch of water or a ravine where winter damage has taken the bridge out. Boromir actually mentions this during the Council of Elrond. Others: Surviving a rockslide, having to deal with the fact that there's a rockslide across the path you're on, flooded out road, trees down, etc. There are lots of possible examples. This happens in FotR when the Fellowship tries to cross the Misty Mountains via Caradhras and fails due to the extreme weather.

Those things actually could show up in D&D more often than they do, especially if you want to emphasize the "feel" of the environment or make a "PCs vs. the map" challenge, which would really benefit characters who are strong in exploration type skills. Unfortunately WotC didn't really see fit to put in robust non-combat skill usage and left a number of skills being next to useless and/or actively undermined (Medicine being a great example... the Healer's Kit proficiency is separate and the feat requires neither!). Experienced DMs can make those things up but it would really have been nice to have some reasonable examples. Nope.
Last edited by JVV on Wed Sep 27, 2017 2:25 am, edited 1 time in total.

Otaku-sempai
Posts: 3341
Joined: Sun May 12, 2013 2:45 am
Location: Lackawanna, NY

Re: Can you play without the Journey rules? (or can't figure out the rules ...help!!)

Post by Otaku-sempai » Mon Sep 25, 2017 8:59 pm

Personally, I think that the average D&D game would be improved by adopting AiMe's Journey rules. They add a lot more flavor to the game.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

Orpheo
Posts: 2
Joined: Sat Feb 03, 2018 6:14 pm

Re: Can you play without the Journey rules? (or can't figure out the rules ...help!!)

Post by Orpheo » Sat Feb 03, 2018 6:26 pm

I'll be kicking off an AIME game soon. I'll be playing without the journey rules because that best suits mine and my groups gaming tradition. Does anyone have any advice on this, with specific reference to the fact that some of the classes have abilities that interact mechanically with the journey rules. I'm talking Scholar (Hidden Paths) and Wanderer (Known Lands); are there any ideas for substituting these abilities?

As a first time poster on here, I'd like to say thanks for this game and such gorgeous, high quality books.

User avatar
Wanton
Posts: 81
Joined: Thu Sep 28, 2017 8:06 pm

Re: Can you play without the Journey rules? (or can't figure out the rules ...help!!)

Post by Wanton » Sun Feb 04, 2018 2:34 am

Orpheo wrote:
Sat Feb 03, 2018 6:26 pm
I'm talking Scholar (Hidden Paths) and Wanderer (Known Lands); are there any ideas for substituting these abilities?

As a first time poster on here, I'd like to say thanks for this game and such gorgeous, high quality books.
I know this is NOT the advice you asked for but I'm going to go ahead and give it (feel free to ignore as you wish)..... I did NOT think I would like the journey rules and had to read over it a few times before I grasped the concept. But after using them, my group loved the change and flavor it added. Of course, the experiences have mostly worked in their favor.... but my advice would be to try it before deciding you don't like it. :ugeek:

Orpheo
Posts: 2
Joined: Sat Feb 03, 2018 6:14 pm

Re: Can you play without the Journey rules? (or can't figure out the rules ...help!!)

Post by Orpheo » Sun Feb 04, 2018 9:35 am

Thanks for your input, but I've made my decision on this. In decades of D&D playing we've played through journeys where required and hand-waved the journey time away when required and have never felt anything to be lacking. I don't really want to have to make my case for not using the journey rules because it is clearly a subjective thing. This is not to say I won't use the journey tables for inspiration.

Of course I'm capable of houseruling out and replacing the things that I've mentioned, I just wondered if anyone has, in any way, invented this wheel already?

Malcom of Clan Ewen
Posts: 8
Joined: Tue Oct 10, 2017 1:27 am

Re: Can you play without the Journey rules? (or can't figure out the rules ...help!!)

Post by Malcom of Clan Ewen » Wed Apr 11, 2018 4:56 am

I agree. I just don't like the journey or the audience rules. I like the ideas they give me as a DM, but I'd rather just use random encounters and role-playing like regular D&D. In general it seems like AiME tries to simulate the books too much and shoehorn you into a certain style of play. I don't want to recreate the novels; I just want to play D&D in Middle Earth. So I'm scrapping many of these extra rules, but using them as inspiration for adding color to the game. And since we'll essentially be playing with 1st edition rules, there won't be those ridiculous short/long rests etc. either.

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests