What if TSR, instead of Iron Crown Enterprises, obtained the rights to do a Middle-Earth RPG in 1984? Perhaps they would have simply treated it as another campaign setting for AD&D. After all, there are more than a few Tolkienian artifacts scattered throughout the D&D rules and attendant products already, right? But for the sake of argument let's say instead that they took parts of the AD&D engine as a basis and produced a stand-alone RPG that would appeal to die-hard fans of Advanced Dungeons & Dragons and dice-chucking newbs alike. Perhaps keeping Middle-Earth mechanically distinct from the AD&D line was a condition of the TSR/Tolkien estate contract.
|I bought this in an alternate reality.|
(1) Character Classes (& Races): Ranger, Warrior, Dwarf, Elf, Hobbit, Wose, Wizard*
(2) Experience system patterned after D&D. Dwarves and Elves gain additional benefits and abilities through aging.
(3) Monster Catalog: Orcs and orc sub-types, winged and wingless dragons, ents, barrow-wights, wraiths, balrogs, necromancers, Beornings, elf types, petty-dwarves, hobbit types, Haradrim, Istari, nazgul, trolls, vampires, spiders, etc., etc.
(4) Combat: Attack roll + Weapon Finesse versus Parry roll. Armor ablates damage.
(5) Magic-casting is non-Vancian and focused on willpower (physical exertion).
Third Age, many years prior to War of the Ring.
Key Modules: Moria; Necromancer's Keep in Mirkwood; Ruins of Angband; Plunder of Mordor
Supplements: Adventures in Khand; Elf-Magic; Servants of Morgoth
*Wizards would normally be a powerful NPC class with the option to run as PCs in particular campaigns.
|V 2 with Jamesway bargain bin fauxthenticity.|