Hello and welcome.
Key Differences between D&D 3.5 and one Ring, not necessarily in any specific order:
D&D has actions, and grid.
In One Ring, the characters action is more or less like typing a line in a novel. How is that described? How does it play? What does that give to others playing off of that. It helps to understand techniques of storytelling and screenwriting. Implied dialogue, rather than "on the Nose" dialogue.
Lines like "One does not simply walk into Mordor." great stuff.
Cutscenes are great.
The way I run it the actions go at the speed of the plot.
So sometimes for a mass battle I won't use all the specific rules.
More or less if they did any sort of wound on the enemy, or even a solid hit, it's a kill.
I once did a battle of 200 orcs against the heroes plus 90 dwarves this way.
It took about an hour. I did not rule for the other Dwarves.
I used that cinematic Star Wars D6 style that says "however the heroes go, so goes the battle."
There are classes, (sort of) called Callings, but it's not as highly defined as it is in say D&D.
Everyone can do Ranger-y stuff. Everyone can be fighting. Everyone can do stealth like a thief.
There are not really any wizards although there is a progression for dwarves and elves to learn secrets of spells but it's not set up like D&D at all.
The real key is that the challenges are not from monster splat books that have a thousand creatures each to fight, to make it different withing the fights. It's not about battles. It's about why are you fighting and what does this battle mean for the story which occurs around it. IF you fail this, THEN X. If you win this, Then Y.
Not Battle just to have one, and "combat-as-Drama."
I really think you must study the books, because the rules are written in a paragraph style not a chart style. There are charts, but it does take a few readings to get it all as a cohesive whole.
The art I thank to writing adventures of One Ring lies in
"How can you describe a situation that is both unique and yet is still plausible within the Lord of the Rings setting?"
The game lends itself more towards long-term arcs for example in D&D the evil bad guy Lord takes up with his evil bad guy minions in yon keep and use take out his castle and he's dead and you move on to next evil bad guy.
In Lord of the Rings, Sauron reestablishes his command post in southern Merkwood in TA 2951 or so (forget the exact date), but essentially he's there for another 70 years.
So if they go to Dol Guldur and try to take out the fortress..it's not gonna happen (if you want to stay close to the books)
Of course, do what you want but it's the idea of having to have dark insurmountabvle evil and oppression that's just too strong to face, and so you fight the minions of these iconic bad guy. You don't kill Vader himself. IOn this way it is a lot like Star Wars.
Any game that plays a license like Star Trek, Star Wars you know that's the real trick; You don't want to have canon-breaking stuff but you don't want to do Star Trek rehashed wuith exact copies of the shows.
At least I don't.
The system is a lot different.
It's like a pool of hit points relatively soon makes you tired while you lose them.
But your player's characters can die from a few lucky blows. Combat is a dire choice and Not to be engaged in lightly.
The combat chart takes a little bit of getting used to.
The analysis is more of...story factors... Are they outnumbered? Are they surrounded?
Are they being ambushed? or ambushing?
A great idea is to look at some of the Rich H and Brown resources pages./ Especially the cheat sheets which are excellent.
I can run the game just from the cheat sheets and without them i'd feel lost.
Keep track of how their traits can be used.
Little cultural factors like fair shot which allows an archer roll two dice, taking the best.
Things like that are going to be missed.
I really really like it, as
I often have scene where there is no combat.
Just for example: a hobbit is sitting there and he's trying to cheer up a dwarf who has ahad a lot of comrades killed. Then the hobbits talk, then someone else talkjs to the dwarf. Each one scene revelaing character by word choice, topic choice.
And then they're packing their gear in the morning and they figure out who's the leader for this?
It just feels like a TV show.
One thing I always say to myself when writing this is:
"Completely imagine the scene in your mind as best you can before you describe it."
Is that a grassy field, or nearly harvest time, with grain still growing?
Is it a lightly wooded area with sunlight coming between the branches in late fall? Can you hear crickets?
Are there leaves on the ground? Will leaves be swishing and crunching as they walk?
All of this adds to it.
Its strength is in the narration. If you say, "Oh your party "walks in the woods" and then they meet orcs. Roll for initiative." That to me is flat and those a lazy D&D style.
I try to describe it in as brief but yet impactful sentences that I can.
I read Lord of the Rings passages at random pre-game...Flip a novel open and get an idea of the scene, then rewrite that dialogue or words or whatever the flavor is and then present that so that's really what is most flavorful for me. I do a lot of things.
I have the profantasy Campaign Cartographer 3 software with the Pete Fenlon maps plugins. I also use old ICE MERP scenarios for ideas, then custom write it out for players.
Women that I played with (3 in my offline group) love this game because its story and it's not about Hit Points or AC, and it's not about "kill the bad guy for XP". It's about ARWEN and ARAGRON, and she can't sleep and dreams of him in battle and his death. And their reunion.
It's about giant eagles coming to save the day and "do the heroes go off to battle because their father is
and lost?
It's about young hobbits struggling against the most vile darkness anyone can imagine and making it across all sorts of nasty places with friendship and honor and camaraderie.
To me it's not about "What's my DC I need to hit", and that is one of the best thing about having to be a 14 TN Semi-constantly.
You know it doesn't normally change. Generally you can change it, sure, if you want.
characters that don't have three skill are gonna be spending hope.
I guess it can't be optimized like it's not been a workout to the point where people are going to be combat monsters not really.
You can stack cultural virtues and rewards but in the end your character who is adventuring can be wounded a couple times and is then dead.
I love it, it's good stuff.
I'm basically gonna sell off my 3.5 books, so there it is.