The One Ring 2e

The One Ring 2e

Originally created by Francesco Nepitello, Marco Maggi

It is the year 2965 of the Third Age and the Shadow is returning. Twenty-four years ago, the Battle of the Five Armies inaugurated a new era of prosperity for the Free Peoples. But twenty years is a long time for peace to last, and in many dark corners of the earth a shadow is lengthening once again... The One Ring 2e is a tabletop roleplaying game set in Middle-earth between the events of The Hobbit and The Lord of the Rings trilogy. Players take on the roles of heroic figures from among the men, elves, dwarves, and even hobbits to fend off the looming specter of Sauron's return. Monsters stalk the night, armies begin to gather, and evil threatens the borders of the free lands. Will you add your names to the long annals of the heroes of the Third Age?

Details

2-6 Players
D12/D6 System
Dice Pool System

Release Date

5/3/2022

The One Ring 2e Reviews (9)

See what other Game Masters and players are saying about The One Ring 2e

Dylan avatar

Dylan

Ran 19 sessions / Played 1 session

I wish there was a way to give more than 5 stars. This is one of the best Systems I have ever run. I love Tolkien and his works and this game captures the essence of his writings and themes so perfectly. Its an incredibly simple game mechanically that players will pick it up within one session. Combat flows quickly so that a 3 hour session doesn't become just a single combat encounter. There are so many stories that can be told and that can be player driven. The fact the journeying from one location to another is not just a hand wave as it is in so many other TTRPG's and instead has its own mechanics that let the players help come up with events along the way to weave a story together is amazing. Downtime is also not just an afterthought but instead a core mechanic of the game where your players can allude to quests and ideas they would want to pursue, and you can see their characters lives outside of adventuring makes for wonderful gameplay and stories. The hope mechanic so perfectly captures the struggle against the shadow that is inherent to this world, that your players can see and feel how the shadow is affecting their character. Cannot recommend this system enough. 10 stars

WickerGames avatar

WickerGames

Ran 15 sessions

Listen, if you're looking for a game that captures the spirit of being an adventurer in Middle Earth, you can stop. It's here, you've found it. Everything in this game feels like it's pulled directly out of Tolkien's stories (even when it's not) and the tools it gives you are all keenly designed to make you feel like your a character in the world of the Lord of the Rings. Do yourself a favor and book your journey today.

Joorrekiin avatar

Joorrekiin

This game has mechanics that are different enough that they help transport players into the world of Tolkien, both alive and ancient. I love the unique 12-sided die with Sauron and Gandalf faces, representing a zero or a success depending on the roller’s alignment. A the choice of stances for combat are like verses, the distinct adventuring phases, like chapters of a book. Players new to the system: try the Roll20 module so you can experience this game as it was intended. Don’t settle for the adapted “Lord of the Rings 5E Roleplaying” rules.

Craig avatar

Craig

Played 2 sessions

This game has all the feel of being Tolkien’s world. The mechanics take a bit to get used to but it catches on quickly. I really like how the game lends mechanics to almost everything without being too rules heavy. The great prt about playing on line is it removes a lot of the background mechanics and allows you to just enjoy the game.

Isaac avatar

Isaac

Ran 22 sessions

The hype is, and I agree with this, One Ring 2e really creates the feel of Tolkien. Epic scope, cozy professorial aesthetic. It lends itself to sandbox campaigns, because the resources available for the Loremasters are mostly just parts: locations, adversaries, magic wondrous items, group patrons. So the GM really has to do the work of crafting a group story, but if the players are good at creating their own goals and agendas, then the campaign is going to be phenomenal. The game really shines in character creation and travel, but I think one of the coolest mechanics of the game is Shadow points, which functions kind of like Sanity in Call of Cthulhu. Each character gets a Shadow path, and depending on how they roll on resistance to sorcery, horror, or temptation, they might end up with kind of spiritual effects that lead them further down the dark path of succumbing to the Shadow. You can recover from the Shadow through the power of your Fellowship! I'm sure you can see how fun that can be for the right players.

Mark | Adventuring Apprentice avatar

Mark | Adventuring Apprentice

If you like gritty, low magic settings that encourage your imagination with lots of roleplay and you happen to LOVE Tolkien then there really isn't anything like this on the market. In this game you take on the life of an adventurer and campaigns will see your character over decades, which for men is a lifetime and for Elves but a drop in river Baranduin. You don't have to be know the complete works of Tolkien to make this work as it encourages it's own canon and stories to be played out. Mechanics are simple enough and the rules are easy to learn. Unlike other big ttprgs this system uses one book to rule them all. And when your purchase it from a registered publisher you get the PDF included!!

How to Play The One Ring 2e

The central mechanic of The One Ring 2e uses two types of dice; regular six-sided dice (d6), and twelve-sided dice (d12). When your characters attempt something that requires them to roll, you roll a d12 (referred to as your "feat die"), and a number of d6s ("success dice") equal to the relevant modifier. If the total of your roll is higher than the target number of the check, then you succeed! The target number depends on your character's attributes and usually ranges from 14-18. A 12 on the feat die is an automatic success, and an 11 on the feat die is called the "Eye of Sauron," counting as a 0 and triggering some negative effects. 6s rolled on d6s in a successful roll count as "greater successes" that can be spent on additional benefits.

The One Ring 2e hones in on three major components to adventures: journeys, councils, and combat. Combat begins with an opening volley for anyone who has a chance to attack with ranged weapons, and then closes in to close combat. Characters choose a stance to take, whether forward, open, defensive, or rearward, enemies match with them and take stances of their own, and then each player character gets a turn to take a main action and a secondary action, like attacking and switching weapons, followed by their opponents. Attacks target opponents' parry rating, and armor helps reduce the effect of piercing and heavy blows.

Councils are important social meetings with high stakes where a decision must be made. Typically, your fellowship of heroes makes a request, the person or group you are asking gets a resistance rating based on how reasonable the request is, and one character makes introductions, which determine how much patience is allotted to your council. Then, characters take turns making cases and rolling dice to accumulate successes within the time limit. If they get successes equal to the resistance rating in time, their request is granted.

And it wouldn't be Tolkien without an emphasis on journeys! Every member of the fellowship plays a role in determining how quickly the journey completes, what happens along the way, and the fatigue your group takes. Throughout, you'll track your characters' endurance and load, as well as their hopefulness, even against the encroaching shadow of Mordor.

How to Create A Character in The One Ring 2e

The core components of each character in The One Ring 2e are a Heroic Culture and a Calling. Heroic Culture represents your character's ancestry and upbringing, like dwarves of Durin, Rangers of the North, elves of Lindon, and hobbits of the Shire. These cultures come with heroic blessings that will help your character on their adventures. You'll choose or roll an array of attributes to determine the character's Strength, Heart and Wits. These scores will set the target number when rolling their associated skills. This will also help you derive your Endurance, or health and stamina, your Hope, or resistance to the shadow, and your Parry, or how difficult you are to hit in combat. Next, you'll fill in your starting skills, each point of which is a success die you'll roll for that skill. One or more of these skills might begin as Favored, meaning you'll roll two feat dice and take the higher when using it. Your character also begins with combat proficiencies, success dice they'll roll when using axes, bows, spears, and swords. Complete your Heroic Culture choices by selecting a few distinctive features and a name.

Your calling, or what the character's role is in their culture or the wider world, will supplement them with additional favored skills, another distinctive feature, and their "shadow path," the way the darkness calls to them. Each character then gets 10 points to spend increasing their skills. Equip your character with gear based on their skills and standard of living, keeping track of the load of everything you carry, which will affect your endurance in battle. Standard adventuring gear is assumed, but characters can also pick specific useful items to bring along, which might afford bonuses in special circumstances.

To finish your character, you'll start with one point each of Valor and Wisdom, which confer rewards and virtues, two types of bonus you'll be able to accumulate more of in play that offer improved gear and strength to your character. With the rest of your Fellowship, determine your patron, safe haven, fellowship focus, and fellowship score! Then you're all ready for the road, to help the Free Peoples of Middle-earth!

The One Ring 2e community artists

Christian Granath

Christian Granath is an artist and the lead graphic designer for Free League Publishing, featured in many of their tabletop roleplaying games.

Martin Grip

Martin Grip is an artist and illustrator for Free League Publishing, frequently featured in their tabletop roleplaying game books.

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Anato Finnstark

Anato Finnstark is a fantasy illustrator and concept artist based in France. Finnstark has created art for Magic: the Gathering, The One Ring RPG, as well as a number of video game studios featuring bold colors, stylish, abstract backgrounds, striking reds, and high-contrast halos around subjects' heads.

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Alvaro Tapia

Alvaro Tapia is a Swedish fantasy illustrator who does both striking, bold pieces with vibrant color and detailed pencil sketches, often of fantastical creatures.

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Dan Algstrand

A freelance graphic designer and layout artist who specializes in tabletop roleplaying games. Known for his association with Scandinavian publishers Free League Publishing and Stockholm Kartell.

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Frequently asked questions about The One Ring 2e

Explore The One Ring 2e Callings

Captain image

Captain

When the world is on the brink of ruin, it is the duty of all individuals of worth to rise and take the lead, whatever the risk. You have chosen to put your judgement to the service of others, to guide them in this dark hour. But you don’t want others to heed your commands out of fear or obedience, you want them to follow you because they trust you.

Champion image

Champion

You deem that there is but one way to oppose the return of the Shadow, and that it is to conquer it by strength of arms. You are recognized as a warrior among your folk, a valiant fighter, onward into battle. For you, the road to adventure leads straight to wherever your foes prowl or hide.

Messenger image

Messenger

The Wise hold that evil days lie ahead, and that to keep hope, all who fight the Enemy must be as one. Yet, many miles and centuries of isolation separate the Free Peoples, and estrangement breeds mistrust. You have decided that it is your duty to travel to distant lands, carrying tidings and warning people of the coming danger.

Scholar image

Scholar

For you, knowledge makes the wild world a less threatening place. Yellowed maps in lost books replace a fear of the unknown with curiosity and wonder, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice.

Treasure Hunter image

Treasure Hunter

The world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in Orc-infested dungeons. Hoards of stolen gold and jewels, guarded by fell beasts, beckon all who dare to find them. You seek to recover what is lost, even when it means braving unspeakable dangers.

Warden image

Warden

In this age of the world, when shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Often, your choice forces you to forsake civilized areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger in the eyes of the common folk, a threatening figure like those you are protecting them from.

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