Some Similarities to TOR in 5E D&D
Some Similarities to TOR in 5E D&D
Prompted by Glorelendil's post, I thought I'd point out a little something I've noticed while reading though the 5E D&D rules lately.
First, let me say that I realize bringing up a (somewhat of a competitive) current fantasy RPG on a thread could easily turn ugly. Hopefully we can keep this thread from devolving into what we don't like (or like) about Dungeons & Dragons, as that's not the point of this thread.
Personally, D&D was my first RPG, way back in 1979. But I only played it for a short time and moved on to other games. I've played it a bit in the last few years, and seeing some of the improvements (to my mind) of 5E has caused me to make my first ever purchase of actual D&D books. This doesn't limit or lessen my enthusiasm for TOR; I don't see them at all as competitors really. They scratch different itches, really. The copious amounts of magic in D&D, as well as many other things, just make it an entirely different game. But it's fun for what it is (to me, anyway).
So anyway, I've been reading through the 5E Player's Handbook, which is really well put together (beautiful layout, nicely organized, gorgeous artwork, and the like). While doing so, I've been struck by quite a few elements that might have been influenced a bit by The One Ring RPG. Note that I'm not (at all) suggesting that they "stole" anything at all from Francesco's wonderful design. Perhaps there's some (folks at Wizards of the Coast) that have noted things that really 'worked' with TOR, though, and who knows? Maybe some of that had a bit of influence?
Let me give some examples:
Early on they talk about "The Three Pillars of Adventures". We all know what the three main components are of The One Ring: Journeys, Encounters, and Combat. Well, with 5E D&D, their three "Pillars" are: Exploration, Social Interaction, and Combat. Sound familiar?
How about this part when they get to Classes? The book says "Class is the primary definition of what your character can do. It's more than a profession; it's your character's calling."
Still later on they talk about how choosing to become an adventurer is often a distinctive choice that a character makes. How they're no longer an ordinary citizen, and how something or some event probably provided an impetus for them to leave their people and choose a life of adventuring.
Now of course there's a ton of things where the game are vastly different. I've just been struck with a few things that seemed like they were (or at least could have been) influenced by The One Ring.
Thoughts?
First, let me say that I realize bringing up a (somewhat of a competitive) current fantasy RPG on a thread could easily turn ugly. Hopefully we can keep this thread from devolving into what we don't like (or like) about Dungeons & Dragons, as that's not the point of this thread.
Personally, D&D was my first RPG, way back in 1979. But I only played it for a short time and moved on to other games. I've played it a bit in the last few years, and seeing some of the improvements (to my mind) of 5E has caused me to make my first ever purchase of actual D&D books. This doesn't limit or lessen my enthusiasm for TOR; I don't see them at all as competitors really. They scratch different itches, really. The copious amounts of magic in D&D, as well as many other things, just make it an entirely different game. But it's fun for what it is (to me, anyway).
So anyway, I've been reading through the 5E Player's Handbook, which is really well put together (beautiful layout, nicely organized, gorgeous artwork, and the like). While doing so, I've been struck by quite a few elements that might have been influenced a bit by The One Ring RPG. Note that I'm not (at all) suggesting that they "stole" anything at all from Francesco's wonderful design. Perhaps there's some (folks at Wizards of the Coast) that have noted things that really 'worked' with TOR, though, and who knows? Maybe some of that had a bit of influence?
Let me give some examples:
Early on they talk about "The Three Pillars of Adventures". We all know what the three main components are of The One Ring: Journeys, Encounters, and Combat. Well, with 5E D&D, their three "Pillars" are: Exploration, Social Interaction, and Combat. Sound familiar?
How about this part when they get to Classes? The book says "Class is the primary definition of what your character can do. It's more than a profession; it's your character's calling."
Still later on they talk about how choosing to become an adventurer is often a distinctive choice that a character makes. How they're no longer an ordinary citizen, and how something or some event probably provided an impetus for them to leave their people and choose a life of adventuring.
Now of course there's a ton of things where the game are vastly different. I've just been struck with a few things that seemed like they were (or at least could have been) influenced by The One Ring.
Thoughts?
Adventure Summaries for my long-running group (currently playing through The Darkening of Mirkwood/Mirkwood Campaign), and the Tale of Years for a second, lower-level group (in the same campaign).
Re: Some Similarities to TOR in 5E D&D
They were. Mearls is an old friend of mine - several of the design team have flat out stated that they were influenced by TOR - especially by the traveling and Hazard rules.
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Re: Some Similarities to TOR in 5E D&D
That said, isn't the "three pillars" a concept that's been around in D&D for a while?Rôg wrote:They were. Mearls is an old friend of mine - several of the design team have flat out stated that they were influenced by TOR - especially by the traveling and Hazard rules.
The Munchkin Formerly Known as Elfcrusher
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Re: Some Similarities to TOR in 5E D&D
I think it's even more deeper and more subtle than that, in some ways.
For example:
When a PC's current Hit Points are equal to or below her armor's natural, unmodified, Armor Class, the hero makes all rolls at Disadvantage.
See, I just made Weary in D&D 5e and I didn't have to introduce any new concepts at all...
For example:
When a PC's current Hit Points are equal to or below her armor's natural, unmodified, Armor Class, the hero makes all rolls at Disadvantage.
See, I just made Weary in D&D 5e and I didn't have to introduce any new concepts at all...
Jacob Rodgers, occasional nitwit.
This space intentionally blank.
This space intentionally blank.
Re: Some Similarities to TOR in 5E D&D
I fully agree with your observations. I work at a game store and one of the things I often mention is how 5th ed. took some of it's best ideas from TOR. The chief of which I would say is Advantage. This is new to D&D and works where you roll 2 d20's and keep the better one. Just like a lot of fate abilities ion TOR.
Also the skill being replaced with 16 proficiencies. While not exactly the same it does work as modifiers when you role play towards that proficiency. And 16 is a good number for covering all your bases.
Hey, if you are going to borrow. Borrow from the best.
Also the skill being replaced with 16 proficiencies. While not exactly the same it does work as modifiers when you role play towards that proficiency. And 16 is a good number for covering all your bases.
Hey, if you are going to borrow. Borrow from the best.
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Re: Some Similarities to TOR in 5E D&D
Isn't it amazing that even after all these years, D&D is still being heavily influenced by The Lord of the Rings?Rôg wrote:They were. Mearls is an old friend of mine - several of the design team have flat out stated that they were influenced by TOR - especially by the traveling and Hazard rules.
Please visit my blog, Advancement Points: The One Ring Files, for my TOR Resources
- Yepesnopes
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Re: Some Similarities to TOR in 5E D&D
I thought the three pillars of D&D were Open door, Kill kobold, Take loot. Seems that 5ed has made some substantial changes.
Re: Some Similarities to TOR in 5E D&D
Just chiming in to say that the so called "advantage" mechanic is something that I first noticed in 1st Ed. "Heavy Gear" back in 1995. Twenty years ago, in a game FAR from obscure. Just it's not d&d.
I know because I adopted this mechanic in all my homebrews since then (yes, roll 2d20 and choose best/worst, in 1997): I used it because one of my players suffers from discalculia and adding dices or modifiers was/is a pain for him. Heck, I wrote a lot about that mechanic in RPG.net back then...
When people rave about this "5th edition mechanic"... I feel like they are saying that Starbucks invented that newfangled coffee thing.
[ok, rant over. Sorry ]
I know because I adopted this mechanic in all my homebrews since then (yes, roll 2d20 and choose best/worst, in 1997): I used it because one of my players suffers from discalculia and adding dices or modifiers was/is a pain for him. Heck, I wrote a lot about that mechanic in RPG.net back then...
When people rave about this "5th edition mechanic"... I feel like they are saying that Starbucks invented that newfangled coffee thing.
[ok, rant over. Sorry ]
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Re: Some Similarities to TOR in 5E D&D
Lol.Yepesnopes wrote:I thought the three pillars of D&D were Open door, Kill kobold, Take loot. Seems that 5ed has made some substantial changes.
TOR really is something unique. Well done Francesco & Co.
Re: Some Similarities to TOR in 5E D&D
... Ah, D&D. Memories of plastic dungeon doors and Drow with surfer-dude/valley girl accents. Fun times.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
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