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** To work within the 5e OGL rules,[[note]]skills being more limited and how they're learned, and checks being made on a 1d20 instead of multiple dice[[/note]] High Elves have the ''Fading Years of the Eldar* trait, which prevents them from healing Shadow Scars during the Yule Fellowship and limits them instead to the removal of a single Shadow Point.


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* TwentyFourHourArmor: Defied and Justified. The heavier armor options impose penalties to check for fatigue and exhaustion even for travel if worn for over half the journey, and not suitable for wearing at all hours, save for those of certain reward make, enchanted quality, or {{Mithril}}
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** The rules in the Starter Set for the Second Edition do not allow the player characters to die. A pc wounded a second time is knocked unconscious rather than killed. A sidebar explains that this is to better fit the mood of the included starter adventures which all take place in the Shire with Hobbits as the primary characters. Since the pre-generated characters are Bilbo, Balin, Lobellia, or the parents of Frodo, Merry, and Pippin before they were married, having any of them killed in an adventure would also break ''Lord of the Rings'' cannon.

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** The rules in the Starter Set for the Second Edition do not allow the player characters to die. A pc character wounded a second time is knocked unconscious rather than killed. A sidebar explains that this is to better fit the mood of the included starter adventures adventures, which all take place in the Shire with Hobbits as the primary characters. Since the pre-generated characters are include Bilbo, Balin, Lobellia, or Lobelia and the parents of Frodo, Merry, and Pippin before they were married, having any of them killed in an adventure would also break ''Lord of the Rings'' cannon.be incompatible with ''The Lord Of The Rings".

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* AllianceMeter: Heroes have a Standing score that represents their status in their culture, which grants both numerical bonuses and the ability to declare how they've affected events in their homeland offscreen. They can also gain Titles, which apply their Standing score to another culture than their own.

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* AllianceMeter: Heroes have a Standing score that represents their status in their culture, which grants granting both numerical bonuses and the ability to declare how they've affected influenced offscreen events in their homeland offscreen. homeland. They can also gain Titles, which Titles that apply their Standing score to another culture than their own.



* ContinuingIsPainful: Unlike any other culture, High Elves can't reduce their [[SanityMeter Shadow score]] without permanent cost. Every time they do, they need to mark off a {{skill|ScoresAndPerks}}; from then on, every Eye roll (a 1/12 chance) with that skill is an automatic CriticalFailure ''and'' incurs a Shadow Point. It's both a balance feature and a representation of the malaise [[DyingRace driving the Elves away from Middle-earth]].

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* ContinuingIsPainful: ContinuingIsPainful:
**
Unlike any other culture, High Elves can't reduce their [[SanityMeter Shadow score]] without permanent cost. Every time they do, they need to mark off a {{skill|ScoresAndPerks}}; from then on, every Eye roll (a 1/12 chance) with that skill is an automatic CriticalFailure ''and'' incurs a Shadow Point. It's both a balance feature and a representation of the malaise [[DyingRace driving the Elves away from Middle-earth]].



* EmergencyWeapon: Daggers have the worst stats of any weapon, but have no Encumbrance cost to carry. Every adventurer begins with a dagger and one point of proficiency, as well as their specialized weapons.

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* EmergencyWeapon: Daggers have the worst stats of any weapon, weapon but have cost no Encumbrance cost to carry. Every adventurer begins with a dagger and one point of proficiency, as well as their specialized weapons.



* FantasticRacism: This is a mechanic for social encounters -- if an NPC is prejudiced against an adventurer's home culture, they'll accept fewer failed social skill checks before cutting off conversation entirely. In particular, [[ElvesVersusDwarves elves and dwarves dislike each other]], and Beornings have a one-sided prejudice for dwarves.

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* FantasticRacism: This is a mechanic for social encounters -- if an NPC is prejudiced against an adventurer's home culture, they'll accept fewer failed social skill checks before cutting off conversation entirely. In particular, [[ElvesVersusDwarves elves and dwarves dislike each other]], and Beornings have a one-sided prejudice for against dwarves.



* PerpetualPoverty: Characters from cultures with a Frugal standard of living, like Woodmen of Wilderland, can generally see to their needs as traveling adventurers, but can't afford amenities like upscale inn rooms without a more affluent comrade's support. They can invest Treasure to raise their standard of living temporarily, but this requires a precious Downtime phase to do.
* PlayerHeadquarters: A company of adventurers can use their downtime to establish a "Sanctuary" where they can spend future downtime periods for certain mechanical advantages, such as a bonus dice roll to heal Shadow points. Sanctuaries can be anything from a remote outpost to an existing tavern in the middle of town.

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* PerpetualPoverty: Characters from cultures with a Frugal standard of living, like Woodmen of Wilderland, can generally see to their needs as traveling adventurers, but can't afford amenities like upscale inn rooms without a more affluent comrade's support. They can invest Treasure and a precious Downtime phase to raise their standard of living temporarily, but this requires a precious Downtime phase to do.
temporarily.
* PlayerHeadquarters: A company of adventurers can use their downtime to establish a "Sanctuary" Sanctuary where they can spend future downtime periods for certain mechanical advantages, such as a bonus dice roll to heal Shadow points. Sanctuaries can be anything from a remote outpost to an existing tavern in the middle of town.



* ThePowerOfFriendship: Each adventurer chooses a Fellowship Focus -- the fellow adventurer they're closest to. Hope Points spent to protect their Fellowship Focus from immediate danger are [[ResourceReimbursement refunded]], and adventurers recover a Hope Point at the end of each session if their Fellowship Focus wasn't wounded.



* ReducedDowntimeFeatures: Traveling Gear is kept abstract and is assumed to include anything that makes sense for a traveling adventurer to have, as well as anything appropriate to the PlayerCharacter's profession and wealth level. Gear is assumed to be replenished whenever the characters visit a settlement.

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* ReducedDowntimeFeatures: Traveling Gear is kept abstract and is assumed to include anything that makes sense for a traveling adventurer to have, as well as anything appropriate to the PlayerCharacter's adventurer's profession and wealth level. Gear is assumed to be replenished whenever the characters visit company visits a settlement.



* ReportsOfMyDeathWereGreatlyExaggerated: Bardings with the "Birthright" cultural Virtue get a single-use UnexplainedRecovery from otherwise certain death, but their Standing score is reset to zero because they're presumed dead.

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* ReportsOfMyDeathWereGreatlyExaggerated: Bardings with the cultural Virtue "Birthright" cultural Virtue get a single-use UnexplainedRecovery from otherwise certain death, but their Standing score is reset to zero because they're presumed dead.



** The One Ring is of course naturally mentioned in the rules, but Loremasters are generally discouraged from letting players have access to it, except in adventures where Bilbo Baggins is a playable character, due to it being a major part of the canon lore and protected by predestination (see also ArbitraryEquipmentRestriction and PlotArmor on this page).[[note]]Not to mention all of the many ways such an attempt to take the Ring would lead to a major source of Shadow points, let alone being made outlaws or PersonaNonGrata of the Shire[[/note]] [[spoiler:However, should for any reason a character have possession of the Ring, they can gain several powers, but the Loremaster has free rein to have the Ring curse and betray the bearer at the worst time possible.]]

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** The One Ring is of course naturally mentioned in the rules, but Loremasters are generally discouraged from letting players have access to it, except in adventures where Bilbo Baggins is a playable character, due to it being a major part of the canon lore and protected by predestination (see also ArbitraryEquipmentRestriction and PlotArmor on this page).[[note]]Not to mention all of the many ways such an attempt to take the Ring would lead to a major source of Shadow points, let alone being made outlaws or PersonaNonGrata of the Shire[[/note]] [[spoiler:However, should for any reason a character have possession of the Ring, they can gain several powers, but the Loremaster has free rein to have the Ring curse and betray the bearer at the worst time possible.]]



* ShopFodder: Under the rules for random loot in treasure hoards, adventurers have a chance to find items like gems and fancy accessories that have no mechanical effect but are worth a heap of Treasure Points in trade. They're even more valuable if traded back to their culture of origin.



* SpeaksFluentAnimal: Beorn the [[OurWerebeastsAreDifferent Skinchanger]] can teach a trusted adventurer to speak to some types of animals, one type (e.g.: birds) per lesson. It's not quite "fluent" though, requiring a skill check to understand the animal.

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* SpeaksFluentAnimal: Beorn the [[OurWerebeastsAreDifferent Skinchanger]] can teach a trusted adventurer to speak to some types of animals, one type (e.g.: birds) per lesson. It's not quite "fluent" though, requiring a skill check to understand the animal.



* WeaponsBreakingWeapons: A successful called shot with an axe or mattock smashes the target's shield in addition to its usual damage. If a player suffers this, they're generally stuck without the shield until they can visit a settlement to have it repaired.

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* WeaponsBreakingWeapons: A successful called shot with an axe or mattock smashes the target's shield in addition to its usual damage. If a player an adventurer suffers this, they're generally stuck without the shield until they can visit a settlement to have it repaired.
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* ResourceReimbursement: Adventurers spend Hope points to [[LuckManipulationMechanic boost dice rolls]] and activate special abilities. If they do so to protect their Fellowship Focus -- their dearest companion in the PlayerParty -- from immediate danger, the cost is refunded.

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* ResourceReimbursement: Adventurers spend When an adventurer spends a Hope points to [[LuckManipulationMechanic boost dice rolls]] and activate special abilities. If they do so point to protect their Fellowship Focus -- their dearest companion in the PlayerParty -- from immediate danger, the cost Hope point is refunded.
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* ResourceReimbursement: Adventurers spend Hope points to [[LuckManipulationMechanic boost dice rolls]] and activate special abilities. If they do so to protect their Fellowship Focus -- their dearest companion in the PlayerParty -- from immediate danger, the cost is refunded.
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Both editions have had sister titles, using much of the same art, but running on ''TabletopGame/DungeonsAndDragonsFifthEdition'' rules. The first edition's conversion was titled ''Adventures in Middle-earth'', and the second edition conversion is titled ''The Lord Of The Rings Roleplaying''. ''Adventures...'' had some of the same adventures that first appeared in the parent game adapted to it.

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Both editions have had sister titles, using much of the same art, but running on ''TabletopGame/DungeonsAndDragonsFifthEdition'' rules. The first edition's conversion was titled ''Adventures in Middle-earth'', and the second edition conversion is titled ''The Lord Of The Rings Roleplaying''. ''Adventures...Roleplaying.'' Both have had some of the same adventures that first appeared in the parent game adapted to it.
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** The One Ring is of course naturally mentioned in the rules, but Loremasters are generally discouraged from letting players have access to it, except in adventures where Bilbo Baggins is a playable character, due to it being a major part of the canon lore and protected by predestination (see also ArbitraryEquipmentRestriction and PlotArmor on this page).[[note]]Not to mention all of the many ways such an attempt to take The Ring would lead to a major source of Shadow points, let alone being made outlaws or PersonaNonGrata of The Shire[[/note]] [[spoiler:However, should for any reason a character have possession of the ring, they can gain several powers from The Ring, but the Loremaster has free-reign to have The Ring curse and betray the bearer at the worst times possible.]]

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** The One Ring is of course naturally mentioned in the rules, but Loremasters are generally discouraged from letting players have access to it, except in adventures where Bilbo Baggins is a playable character, due to it being a major part of the canon lore and protected by predestination (see also ArbitraryEquipmentRestriction and PlotArmor on this page).[[note]]Not to mention all of the many ways such an attempt to take The the Ring would lead to a major source of Shadow points, let alone being made outlaws or PersonaNonGrata of The the Shire[[/note]] [[spoiler:However, should for any reason a character have possession of the ring, Ring, they can gain several powers from The Ring, powers, but the Loremaster has free-reign free rein to have The the Ring curse and betray the bearer at the worst times time possible.]]
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* WeaponsBreakingWeapons: A successful called shot with an axe or mattock smashes the target's shield in addition to its usual damage. If a player suffers this, they're generally stuck without the shield until they can visit a settlement to have it repaired.
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** Each stage of a Shadow Path in general can cause this. The first stage is usually something that can be carefully managed and only mildly obtrusive in normal cases, the second stage starts to have certain common social interactions or expectations become sources of unprovoked ire or forgotten, stage three often provokes feelings and responses of resentment or disdain of the character's self or others. By stage four, a character is barely in control of a base impulses, and committing certain types of Misdeeds becomes second nature to them, almost certainly sending the character to the madness Shadow point threshold the final time in quick fashion, leaving the party for good if their actions somehow don't bring about severe and permanent repercussions to them beforehand.
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The Second edition modified the basic mechanic somewhat


The game uses custom dice, but is completely playable with regular d12s and d6s. The basic game mechanic is to roll the d12 "fate die" and a number of d6 "skill dice" equal to the skill you are using to beat a given target number, usually 14 for average tasks. A 12 on the fate die is an automatic success, indicated by the Gandalf rune on the custom dice. Roll an 11, however, and you get the Eye of Sauron instead, which isn't an automatic failure but usually means that bad things happen if you did fail the roll. If you succeed, the number of 6s you rolled on the skill dice indicates if you had a great or extraordinary success. This is indicated by a "tengwar" rune on the six face of the custom dice. If you fail a roll, you can spend a Hope point to add the appropriate attribute rating to the final result, possibly turning failure to success. Spending too many Hope points, however, leaves you open to becoming miserable or the corruption of darker powers.

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The game uses custom dice, but is completely playable with regular d12s and d6s. The basic game mechanic is to roll the d12 "fate die" and a number of d6 "skill dice" equal to the skill you are using to beat a given target number, usually 14 for average tasks. A 12 on the fate die is an automatic success, indicated by the Gandalf rune on the custom dice. Roll an 11, however, and you get the Eye of Sauron instead, which isn't an automatic failure but usually means that bad things happen if you did fail the roll. If you succeed, the number of 6s you rolled on the skill dice indicates if you had a great or extraordinary success. This is indicated by a "tengwar" rune on the six face of the custom dice. If you fail a roll, you can spend a Hope point to add the appropriate attribute rating to the final result, possibly turning failure to success. Spending too many Hope points, however, leaves you open to becoming miserable or the corruption of darker powers.
powers. The second edition changed the basic mechanic so that the target number is based on the character's attributes, and spending a Hope point grants an additional skill die. Difficulty is adjusted by adding or subtracting skill dice.



Both editions have had sister titles, using much of the same art, but running on ''TabletopGame/DungeonsAndDragonsFifthEdition'' rules. The first edition's conversion was titled ''Adventures in Middle-earth'', and the second edition conversion is titled ''The Lord Of The Rings Roleplaying''. ''Adventures...'' had some of the same adventures adapted to it.

to:

Both editions have had sister titles, using much of the same art, but running on ''TabletopGame/DungeonsAndDragonsFifthEdition'' rules. The first edition's conversion was titled ''Adventures in Middle-earth'', and the second edition conversion is titled ''The Lord Of The Rings Roleplaying''. ''Adventures...'' had some of the same adventures that first appeared in the parent game adapted to it.
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Added two new examples

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** In the second edition ''Starter Set'' is a series of adventures in the Shire featuring the parents of Frodo, Merry, and Pippin as the player characters. Plus Lobelia Sackville-Baggins when she was Lobelia Bracegirdle.
** The ''Ruins of the Lost Realm'' campaign setting for the Second Edition centers on Tharbad, a ruined city not far from the Shire barely mentioned in ''The Lord of the Rings''.

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Added another example


* PlotArmor: Equipment that costs Experience Points, like cultural Rewards, is supposed to be safe from loss or destruction, as it's an important part of the character.

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* PlotArmor: PlotArmor:
**
Equipment that costs Experience Points, like cultural Rewards, is supposed to be safe from loss or destruction, as it's an important part of the character.character.
** The rules in the Starter Set for the Second Edition do not allow the player characters to die. A pc wounded a second time is knocked unconscious rather than killed. A sidebar explains that this is to better fit the mood of the included starter adventures which all take place in the Shire with Hobbits as the primary characters. Since the pre-generated characters are Bilbo, Balin, Lobellia, or the parents of Frodo, Merry, and Pippin before they were married, having any of them killed in an adventure would also break ''Lord of the Rings'' cannon.
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Added DiffLines:

** The One Ring is of course naturally mentioned in the rules, but Loremasters are generally discouraged from letting players have access to it, except in adventures where Bilbo Baggins is a playable character, due to it being a major part of the canon lore and protected by predestination (see also ArbitraryEquipmentRestriction and PlotArmor on this page).[[note]]Not to mention all of the many ways such an attempt to take The Ring would lead to a major source of Shadow points, let alone being made outlaws or PersonaNonGrata of The Shire[[/note]] [[spoiler:However, should for any reason a character have possession of the ring, they can gain several powers from The Ring, but the Loremaster has free-reign to have The Ring curse and betray the bearer at the worst times possible.]]
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A tabletop role-playing game based on ''Literature/TheLordOfTheRings'' and ''Literature/TheHobbit''. It has now published two editions, the first designed by Creator/SophisticatedGames and published by Creator/Cubicle7 from 2011-2020, the second published by Swedish publisher Creator/FreeLeaguePublishing and released in 2022.

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A tabletop role-playing game based on ''Literature/TheLordOfTheRings'' and ''Literature/TheHobbit''. It has now published two editions, the first both designed by Creator/SophisticatedGames and Creator/SophisticatedGames. The first edition was published by Creator/Cubicle7 from 2011-2020, the second published by Swedish publisher Creator/FreeLeaguePublishing and released in 2022.

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* ContinuingIsPainful: Unlike any other culture, High Elves can't reduce their [[SanityMeter Shadow score]] without permanent cost. Every time they do, they need to mark off a {{skill|ScoresAndPerks}}; from then on, every Eye roll (a 1/12 chance) with that skill is an automatic CriticalFailure ''and'' incurs a Shadow Point. It's both a balance feature and a representation of the malaise [[DyingRace driving the Elves away from Middle-earth]].



* EmergencyWeapon: Daggers have the worst stats of any weapon, but have no Encumbrance cost to carry. Every adventurer begins with a dagger and one point of proficiency, aside from their specialized weapons.

to:

* EmergencyWeapon: Daggers have the worst stats of any weapon, but have no Encumbrance cost to carry. Every adventurer begins with a dagger and one point of proficiency, aside from as well as their specialized weapons.



* FantasticRacism: This is a mechanic for social encounters -- if an NPC is prejudiced against an adventurer's home culture, they'll accept fewer failed social skill checks before cutting off conversation entirely. In particular, [[ElvesVersusDwarves elves and dwarves dislike each other]], and Beornings have a one-sided prejudice for dwarves.



* TheNavigator: Codified in the rules for long journeys. The company assigns a Guide to plot the route and keep them from going off-track or falling behind, represented by the Travel skill.



* PowerUpFood: Beornings can [[SkillScoresAndPerks learn]] to cook honey cakes that are healthful enough to reduce the difficulty of Fatigue tests and boost the Company's Fellowship score.

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* PowerUpFood: As a cultural virtue, Beornings can [[SkillScoresAndPerks learn]] to cook honey cakes that are healthful enough to reduce the difficulty of Fatigue tests and boost the Company's Fellowship score.



* ReducedResourceCost:
** If an adventurer gets the privilege of studying a skill with certain renowned tutors, they can buy their next dot at half the usual XP cost -- Lore from Saruman, Lore or Travel from Gandalf, Lore or Explore from Radagast, or Craft from a Master of Erebor.
** Woodmen who distinguish themselves on the [[TournamentArc Field of Heroes]] in a fellowship phase can improve their Standing at a reduced treasure cost.



* RolePlayingEndgame: If an experienced adventurer retires from play, the player's next character starts with bonus experience points, as they're assumed to have been mentored by the retiree.

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* RolePlayingEndgame: If an experienced adventurer retires from play, the player's next character starts with bonus experience points, as they're assumed to have been [[PassingTheTorch mentored by the retiree.retiree]].



* TakingTheBullet: A hero in [[StanceSystem defensive stance]] can choose to intercept a hit against another hero and become its target instead. However, if the original attack roll isn't high enough to strike them, it misses entirely.

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* TakingTheBullet: A hero in [[StanceSystem defensive stance]] can choose to intercept a hit against another hero and become its target instead. However, if If the original attack roll isn't high enough to strike them, it misses entirely.
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Both editions have had sister titles, using much of the same art and information, but running on the 5th edition ''TabletopGame/DungeonsAndDragons'' rules. The first edition's conversion was titled ''Adventures in Middle-earth'', and the second edition conversion is titled ''The Lord Of The Rings Roleplaying''. The first edition had some of the same adventures adapted to it.

to:

Both editions have had sister titles, using much of the same art and information, art, but running on the 5th edition ''TabletopGame/DungeonsAndDragons'' ''TabletopGame/DungeonsAndDragonsFifthEdition'' rules. The first edition's conversion was titled ''Adventures in Middle-earth'', and the second edition conversion is titled ''The Lord Of The Rings Roleplaying''. The first edition ''Adventures...'' had some of the same adventures adapted to it.

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A sister game called ''Adventures in Middle-earth'' with the same setting and artwork but using the 5th edition ''TabletopGame/DungeonsAndDragons'' rules was also published by Creator/Cubicle7. It has even had some of the same adventures adapted to it. See also ''TabletopGame/MiddleEarthRolePlaying'', the 1981 game from Iron Crown Enterprises that is mechanically ''very'' different.

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A Both editions have had sister game called ''Adventures in Middle-earth'' with titles, using much of the same setting art and artwork information, but using running on the 5th edition ''TabletopGame/DungeonsAndDragons'' rules rules. The first edition's conversion was also published by Creator/Cubicle7. It has even titled ''Adventures in Middle-earth'', and the second edition conversion is titled ''The Lord Of The Rings Roleplaying''. The first edition had some of the same adventures adapted to it. it.

See also ''TabletopGame/MiddleEarthRolePlaying'', the 1981 game from Iron Crown Enterprises that is mechanically ''very'' different.
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Trope is about cybernetic implants or biomods, not equipment mods


* ArbitraryAugmentationLimit: Each piece of war gear can be upgraded with a total of three special qualities by spending ExperiencePoints. These can be general qualities, like increasing a weapon's chance of a CriticalHit, or rewards unique to a specific Culture.

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* EasyLogistics: {{Downplayed|Trope}}. Adventurers' traveling gear is assumed to include anything that would make sense for a long journey, as well as anything appropriate for their career and wealth level. However, there are detailed mechanics to plan and execute a journey, and any trip through the wild longer than a week needs to be supplemented by hunting for food.

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* EasyLogistics: {{Downplayed|Trope}}.Zig-zagged. Adventurers' traveling gear is assumed to include anything that would make sense for a long journey, as well as anything appropriate for their career and wealth level. However, there are detailed mechanics to plan and execute a journey, and any trip through the wild longer than a week needs to be supplemented by hunting for food.food.
* EmergencyWeapon: Daggers have the worst stats of any weapon, but have no Encumbrance cost to carry. Every adventurer begins with a dagger and one point of proficiency, aside from their specialized weapons.



* RunicMagic: Dwarves can learn fragments of old magic through a cultural Virtue, including runic inscriptions to [[PerceptionField conceal objects]] or [[InstantWakingSkills set a silent alarm]].

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* RunicMagic: Dwarves can learn fragments of old magic through a cultural Virtue, including runic inscriptions to [[PerceptionField [[PerceptionFilter conceal objects]] or [[InstantWakingSkills set a silent alarm]].

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