There no place to note Shadow points on the character sheet, nor for the two associated conditions
there is no place to note fellowship points either
On reviewing my pdf edition of the new Middle Earth 5e rule set, I noticed there is no statistical entry for the long-hafted axe, even though the preceding page displays an image of said weapon. I currently own the TOR 2ed, which has an entry for this particular weapon. Could you please update the weapon chart to reflect the addition of this weapon.
- There are callings that have gaining crafts as an option in their progression, but do not have craft slots. It is mentioned elsewhere that when craft slots are gained, a new craft is also gained. Should it be assumed in reverse, that if a character gains an optional craft (like a Messenger at lvl 2 or 6) they gain 1 craft slot as well?
- The Fellowship structure on page 110 refers to phase 3 as "Perform Updates" but the phase rules on page 111 calls it "Spiritual Recovery."
- On page 140, there is a stylized letter (H or T) and then "he" beginning the first sentence, but it should read "(M)iddle-earth" not "(T)he Middle-earth."
That's a pretty common houserule for lower-power games, stopping at level 10 or 11. AiME did something similar.I was surprised to see the class level cap at 10. This feels too low. I've spent most of my time in D&D campaigns in the level 11-15 range and I'm sure there are many who would like to run higher level adventures. Is it possible to have the classes expanded before it goes to print or get a supplement at a later date?
If people want to houserule a level cap, that's great. The problem here is that there's no choice in the matter. AiME supported advancement to level 20, which I never felt was overpowered due to the lack of spellcaster classes and the features, traits, and virtues being considerably less overpowered than what you typically encounter in D&D.That's a pretty common houserule for lower-power games, stopping at level 10 or 11. AiME did something similar.I was surprised to see the class level cap at 10. This feels too low. I've spent most of my time in D&D campaigns in the level 11-15 range and I'm sure there are many who would like to run higher level adventures. Is it possible to have the classes expanded before it goes to print or get a supplement at a later date?