Character Races would come from Humans, Dúnedain, Woses (Drúadan, Pukel Men), Beornings, Noldorians, Sindarin or Silvan Elves, Khazad and other Dwarves and of course the Hobbits.
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Proficiencies:
Fighters get 4 and 1/3 so start with 5 in this case. May specialize in one weapon, gaining a +1 to hit and +2 dam and +1 on initiative.
Rangers get 3 and 1/3 so start with 3. They may toss the extras into Tracking and Herbology.
Wizards only get one and rarely add. No restrictions in this world on type, but Staff are the traditional weapon as Wizards also work towards building a powerful magic staff. This gets complicated, but won’t matter until 11th level.
Thieves get 2 to start. They may also specialize, but specialization must be in a back-stabbing weapon.
Clerics get 2 but weapons vary by Valar Patron.
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As a compromise for game play, alchemy is flourishing and potions are available. Wizards are training up in Minas Tirith, Dol
Amroth, Ithilien, Fornost and Umbar.
Rangers always do well in my games as do Hobbit treasure finders. Dwarves make great front line fighters; I try to start them with better armor than average.
Elves have a huge advantage in life span and resistances.
As I have a lot of Undead roaming around, I generally don’t have automatic life drains. I usually give characters a saving throw against paralysis, possibly with a +/- depending on the creature. Expect to see a lot of Orcs, Uruk Hai and Wargs.
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I don't allow Assassins at all. I actually cannot (will not) ref evil characters. Believe me, playing evil in my worlds, leads to a short unhappy character life. I have not allowed an evil PC in nearly 20 years now.
I do allow odd things like Hobbit & Elven Bards that start as F/TH multi-class and then become a Bard sometime between 6th to 9th level. I have allowed Ranger/Bards where the character goes to 10th as a Ranger and then switches to Bard. This is restricted to the long lived Dunedain.
Dwarves could be clerics of Aüle. They may still use axes as a weapon choice but prefer large war hammers and war shields.
Elves cannot be Clerics or Druids at all.
Did I mention that there are no Gnomes? If you really want a Gnome, we can make you some stunted off family of Dwarves I suppose.
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I will rely on PMs, Posts and Email for game play.
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I have worked up a system for combat where players give general directives so more than a round could be resolved at a time.
Examples:
Bowyers: I will endeavor to keep the orcs at medium bow range providing cover for those in melee and moving forward or back at a steady pace as needed. If I am rushed, I will turn and run, I will look for already injured orcs and try to finish them off where possible.
Or Melee guys, I will strive to find the leader, but at all times seek to work as a unit protecting each others flanks. If the numbers appear too bad or our injuries mount I will attempt to disengage long enough to quaff my potion of speed.
Or Spellcasters: I will seek an optimal time and grouping of the enemy to use my sleep spell. In the meantime, if I see enemy spell casters, I am prepared to magic missile them to attempt to disrupt their spells. When and if I run out of spells, I will cautiously approach the battle and look for safe opportunities to hit an orc from the blind side with my weapon.
Or Hobbits: I'll hide until it is really inconvenient, attempt to take on the biggest orc on the battle field and then have to be rescued by the wizard
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Primer starting with the Proficiency Table I use:
Class, Starting Weapon Proficiencies, Non Proficiency Weapon use penalty & what level you get your next Proficiency. Note: if 1/3, you get it at 3rd.
Class.... | S |Non|Next
Cleric.... | 2 | -3 | 1/4|
Druid.... | 2 | -4 | 1/5| (1@14th)
Fight.... | 4 | -2 | 1/3|
Paladin. | 3 | -2 | 1/3|
Ranger. | 3 | -2 | 1/3|
Wizard. | 1 | -5 | 1/6|
Illusion. | 1 | -5 | 1/6|
Thief... | 2 | -3 | 1/4|
Bard.....| * | -2 | 1/5|
Proficiency groups:
Xbow: all cross bows
Elf Bow: specific to rapid firing special Elven Bow.
Bows: Short, Long & Composition Bows.
Sword: Long & Short
Blades: Short Sword, Dagger & Parry Blade
2 handed: 2H & Bastard
Axe: Battle, Great & Dwarven
Small Axe: Throw or fight with Hand Axe
Lances: All Lances
Spears: Spears, Javelins & Pikes
Poleaxe: Poleaxe, Halberd, Voulge, Bardiche
Maces: Maces & Morning Star
Flails: Infantry or Horse
Darts: Darts & throwing knives.
Dagger: Throw or Melee
War Shield: Fight with a Dwarven War Shield.
Two weapon Fighting: Dexterity Reaction plays big in this.
A Dwarf as an example could use Battle Axe and War Shield. He suffers a -1 & -3 to hit reduce by Dex Reaction.
Many Elves use Long & Short Sword or Dual Short Swords. Long & Short needs a high Strength and Dex. Penalties can be as bad as -2/-4 or as little as no penalty.
For Short and Short, Penalties are usually 0/-2.
Some Hobbits like dual knives and a brace of Knives. Assuming a high dex, they have no penalties and also throw a knife, while fighting with the others.
Exceptional Humans will use two weapons, but typically are more prone to Larger Swords.
Bows get two shots per round except the Elven Bow that gets 3.
Strong Bows may be available, but no one will start with one.
Xbows are slow, with the Heavy only shooting once every two rounds. However there is a compromise for Dwarves. An exceptional well crafted Dwarven Xbow that shoots every round and has nearly the penetration of a heavy.
Dwarves and Knights of Gondor and Rohan typically have the toughest armor. Rangers tend to Chain Mail and hope to get the well made Elven Chain that is strangely enough typically built by Dwarves instead. There is a long story behind this.
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Explanation of the Weapon Charts on the characters:
Worth Noting: The tougher the armor, usually the worse the penetration but the Heavy Lance is an example of a weapon great at penetrating tough armors and hides. Daggers are easily stopped by the heavier armors.
N = No armor
K = Padded or Thick Hide or Think Fur
J = Leather
I = Studded Leather
H = Ring Mail
G = Scale Mail
F = Chain Mail, Elf/Dwarf Chain
E = Splint
D = Banded
C = Plate Mail
B = Plate Armor or Dwarven Plate or Troll Skill, Ents and the Barkskin Spell.
A = Maxmillion Plate or Dwarven Plate Armor
AA = Dragon
The Damage area is S-M for damage vs. Small and Man-Sized creatures.
L is Large. Generally 8' tall humanoids or horse size and up.
Speed Factor: The Lower the better, works off initiative roll.
ROF is Rate of Fire and means number of chances to hit with weapon per round or missiles fired
Fum%: Is the weapons base fumble percent. I have a range of modifiers I handle but this is the starting point. Dexterity and Strength plays into this, increases with two weapon use, decreases with specializations in a weapon. Usually magic weapons fumble less on a 5% reduction per +1. Etc.
Ranges: PB= Point Blank, for some missile weapons a +2 to hit is gained and on a natural 18-19 damage is increased by 50%.
S= Short, so for an Elven Bow any shot up to 70 yards is made without penalty. M=Medium and a -2 to hit. L=Long and -5 to hit. X= Extreme and -8 to hit. O=Outrageous and is generally 2x Extreme and -12 to hit. Strong Bows add to range based on Damage bonus, so a really strong Strong Long Bow user with great skill/level could hit a target 900 yards away. This requires a 18:00 strength though. The -12 makes this very tough for most. Legolas appears to have some spectacular ability with the bow and his ranges appeared to be this great. For game purposes I have it as skill and strength for him and that the Lothlórien Bow he was given was a Strong Elven Bow and he had great pull.
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What Race is best at what class:
Clerics: Common Man, Southrons
Druids: Woses & Beornings followed by common man.
Melee Fighters: Khazad, Beornings, Dunedain, Common
Horse Riders: Rohirrim, Dunedain, Common
Bowyers: Silven, Sindar & Noldor then possible Hobbits
Rangers: Dunedain of course, then Common
Paladins: Rohirrim, Common
Mages: Common Man or Noldo
Illusionist: Common Man, Southrons
Thiefs: Hobbits, Common, Silvan
Monks: Southrons. Common
Bards: Elves are best then all others.
More on Clerics.Each of the Valar give their Clerics different powers and strengths. From the non-combat healers to the Warrior Cleric of Tulkas and Orome. Humans generally make the best Clerics. Dwarves are restricted to Aule.
A few of the Valar have clerics that are especially good against the undead.
Elbereth (Varda) of course is best. Her clerics also have several special spells for use under the stars.
Manwë is another and his clerics have an affinity to Eagles, the Great Eagles and Far Seeing and Wind spells.
Mandos (Námo) is the third. His province is the dead and his clerics are best at raise the (mostly) dead.
Aüle: An affinity with Dwarves, the Noldorians and craftsmen and jewelers. Preferred weapon would be hammer of course. May specialize in a weapon.
Ulmo is of course affiliate with water.
Oromë has Druids, warrior cleric and Paladins. He has an affinity to hunting, horses, weapons and forests.
Irmo (Lórien) visions, dreams and gardens. Would have sleep and some illusion spells. Common for Bards
Tulkas has only warrior Clerics/Monks. Limited spell casting and some monk abilities.
Yavanna with nature and really has Druids, not clerics.
Vairë the Weaver is on the weaker side but is good against spiders and has the web spell and mending spell.
Estë the healer of hurts and weariness specialize greatly in healing and fight only undead. They are great healers though.
Nienna Grief and mourning, darkness and death. Her clerics have some odd powers but may raise the dead at least. Small bonus against some undead.
Vána Youth, Beauty, flowers, spring. A good healer, good with nature spells. Druids, Healers & Clerics.
Nessa Dancing and Speed. Druids and Clerics. An affinity for Deer and oddly Warriors. Some of her Priestesses are Warriors.
Don't pick the same spell twice. You can throw your spell points at any spell you have memorized and cast it up to your level each day. So at third level the Mage could cast 3 sleeps if need be and you can cast 3 Cure Lights.
Here is how it works.
You can down at a minus 1 penalty. So a 2nd = a 1st and a 3rd equals a 2nd or two 1st. A fifth could be a 3rd & a 1st. etc.
To cast up you need to exceed the Spell level by 50%. So to cast an extra 2nd takes 3 1st. To cast an extra 3rd, 2 2nds and a 1st would do it.
If you need more cantrips, a 1st = 4 extra, a 2nd = 6, 3rd and above is Level-1*4. But no amount of cantrips will give you a 1st.
The Dope Threads:
D & D on the Straight Dope setup thread. (In Middle Earth FA63)
First Adventure Thread
Middle Earth FA63 D&D Game, the Second Adventure, Scouting Ered Lithui
Middle Earth FA63 D&D Game, Third Adventure, Ered Lithui Mystery Creature
Middle Earth FA63 D&D Game. Fourth Adventure. Journey to Rivendell
Middle Earth FA63 D&D Game: Fifth Adventure - War in Goblin Gate
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More background, it is 63 years since the Bearers of the Three Rings left Middle-earth for the Uttermost West and 65 since Sauron and Barad-Dûr fell.
King Elessar & Queen Arwen are in their prime and young Prince Eldarion is in his early training at age 20. There is still a constant struggle to tame the brown lands, Umbar, Harad, Nurn and the North. The court summers in Evedim near the lake and spend 9 months in Minas Tirith. Aragorn has campaign more often than not in the last 63 years, but far less than the prior 67. He and Arwen have had 4 daughters. Silmariën (FA45), Gilraen (FA47), Telperiën (FA51) & Fíriel (FA55)
Legolas has removed a small number of his people to Ithilien to support Prince Faramir in this fair land. He visits the courts of Faramir, Elessar, Éomer and Gimli son of Gloin often. His beautiful sister Elenwë is adventuring and rides a Minaras (Unicorn)
Faramir and Éowyn have two sons: Elboron (60) & Caramir (56). Both are hardy Warriors. They say that Prince Elboron has the look of his father and Caramir of his mother’s people. Prince Caramir is a great Horseman and loves his visits to his Uncle. Both appear to take strongly after Faramir as they are aging slowly. It has been noted that Éowyn has remained very youthful for all her long years. She could be taken for Éomer’s daughter or even granddaughter rather than his sister. She looks to be in her 50s more than her late 80s. Some wonder if this was a gift of King Elessar’s healing or a reward for slaying the Witch King of Angmar. Faramir is of course still a hale and hardy man. A little over a hundred he too looks to be in his 50s.
Currently Minas Tirith and their allies are fighting a two front war in the South and a Campaign wiping out orc lairs in Ered Lithui.
Gondor is expanding and trying to build up a large force of horseman to supplement the Riders of Rohan. They are building a great road to Rhûn to create trade and build an alliance. They also hope to increase trade to Erebor & Dale. There is a project underway at a slower pace to improve travel along the Anduin. It is expected to take decades. Dark tidings arrived out of Rhûn brought by Hodwain the Beorning Bard. There is apparently unrest and some organized evil activity out near the Sea and beyond.
King Éomer still rules Rohan with his Queen, Lothiriel of Dol Amroth. He is very ancient now and while fairly sound of mind appears to be fading physically. His eldest son Elfwine already leads them in war and does most of the duties of the King. He is possibly seeking the hand of Silmariën. Elfwine is a tall man of 6' 5" with blond hair and piercing blue eyes. His features show a bit of elvish influence of his mother's side. He speaks with a deep voice and looks to be no more than 30 years old but he is probably 50. He uses a long sword and Gwaelur knows that Elfwine was given a fine chain mail shirt as a gift from Gimli. The Chief Mearas is worried about the human King. He fears that the human King will not see another winter. They are all rather fond of the King. The Chief Mearas does approve of the son and his best son is Prince Elfwine's partner. They think he is a very good human.
In 61 Samwise Gamgee left Middle-earth via Mithlond. Merry and Pippin got their affairs in order and headed south to live in Gondor. Mulligan Took was among their escort. Samwise’s eldest Grandson Elfstan Fairbairn joined the group after visiting Minas Tirith. Faramir Took son of Pippin is the Thain and the Shire’s greatest Warrior since Meriadoc the Magnificent. Mulligan’s Brother Ponto Took is an excellent archer and a good treasure finder. Meriadoc Brandybuck, aged 102, and Pippin leave the Shire to live in Gondor; death of Éomer, aged 93, whose son Elfwine ascends the throne of Rohan. Sam went over the sea in 61 but his eldest Grandson Elfstan is a Hobbit adventurer of some note already.
Three more Hobbits of note are Thain Faramir Took, Pippin’s Eldest. Ponto and Mulligan Took, Pippins Nephew and Niece.
Arnor is repopulating as is the Anduin Valley. The Shire’s population is growing and their produce is helping to feed the North and even the South. They have steady wains heading to and from the Dwarves of Ered Luin. They are even supplying produce and pipe weed to the Grey Havens in exchange for salted & smoked fish.
Elladan and Elrohir of course remain the Masters of Rivendell and assist in the running of Arnor. They in no way have finished with hunting Orcs. Indeed, they have driven the Goblins far underground with their constant attacks on Goblin Gate and often roam north against Angmar itself. Elladan, Elrohir and Glorfindel seem tireless these days in hunting the scattered remains of these ancient enemies to the North. They often leave the care of Rivendell to the wise Celeborn. He did leave a thriving Sindarin kingdom in Southern Greenwood from where Gil-Gandel most recently hailed.
Thorin III Stonehelm rules the Durin Folk (Khazad). He rules from Erebor of course. His lords include Gimli in Aglarond, Lord Gíon of the Iron Hill and some lesser lords in the Blue Mountains and Fornost. The Dwarves are again thinking of Khazad-dûm. Dori and Bofur are still alive, but quite venerable and rich. Bofur is acting as the ambassador to Rivendell and Arnor as needed.
A bridge at Tharbad has been built and the great bridge is nearly rebuilt. Tharbad is already a thriving and growing town under the command of
Lord Mayor Ianthír (Bridge Lord). He is Ranger of the North and the son of Aragorn's most loyal friend Halbarad. The population is mostly just men of Eriador. There are small Dwarven and Hobbit communities.
The Great South road is rebuilt and maintained from Fornost to Minas Tirith. All the additional trade has brought much prosperity to Bree and the town and the Prancing Pony have both expanded. Fornost is still small, but growing. Most of the remaining Northern Dúnedain have moved near Fornost
Some other background:
It is safe to assume a post-war baby boom and rapid population growth throughout Gondor and Arnor, Timing is 63 FA which interestingly is about as far as we are from WWII. The difference being that Gondor and Arnor are being rebuilt under the sure and steady hand of Aragorn and Arwen with help from the Elves and the Dwarves. The Glittering Caves is a going concern and Legolas had led a small number of his folk to reside in Ithilien and aid Faramir & Aragorn in War & Peace. Osgiliath is rebuilding quickly and Minas Tirith now has Mithril Steel Gates.
The Orthanc is under the Stewardship of Fangorn, but a small colony of humans live in harmony with nature in Isengard. The Tower was cleaned out by Gandalf, Radagast & Arwen with some help from her brothers.
Seven Houses of the Dwarves: Longbeards (Durin Folk or Khazad), Firebeards, Broadbeams, Ironfists, Stiffbeards, Blacklocks, & Stonefoots (Stonefeet?)