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Forked Thread: A Brief History of Tolkien RPGs - Middle Earth 4E
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<blockquote data-quote="Ydars" data-source="post: 4574135" data-attributes="member: 62992"><p>One thing I would put in my player's guide would be the fact that characters have to be heroic in the highest sense of the word. I just feel that a Middle-earth setting is closely tied to the fact that there are few or no moral ambiguities. it wouldn't tolerate the usual freebooters who abound in D&D games; not if you want it to taste like LoTR anyway.</p><p> </p><p>I would also re-model my experience system so that instead of gaining experience for monster kills it was purely given for attaining story goals. Indeed I would even consider deducting experience for monsters slain, since LoTR is not really about slaying monsters in the way that 4E RAW is.</p><p> </p><p>I would allow items of ancient power, since there are many heirlooms of the Dunedain in Arthedain and other places, especially troll hoards but I would avoid reducing them to purely mechanical bonus items. I would probably make them all legacy type items that grow with the PCs and would have a rich back-story themselves</p><p> </p><p>e.g. Durcrist; darkness-cleaver. Forged in Gondolin during the wars with Morgoth's minions, this blade has special virtue against spiders and their ilk and grows warm when they are near. It survived the wreck of Beleriand and washed up on the shores of Mithlond (Grey havens) where it was taken by the wandering companies of Elves to Imadris (Rivendell) and there gems of light were set into the pommel to honor the memory of the Lords of Gondolin. It was given to the Sylvian Elves of Thanduril who used the sword to hunt spiders in Mirkwood but passed out of all knowledge in the TA 2941; the year the Necromancer was driven from Dol Guldur (and the Ring was found by Bilbo).</p></blockquote><p></p>
[QUOTE="Ydars, post: 4574135, member: 62992"] One thing I would put in my player's guide would be the fact that characters have to be heroic in the highest sense of the word. I just feel that a Middle-earth setting is closely tied to the fact that there are few or no moral ambiguities. it wouldn't tolerate the usual freebooters who abound in D&D games; not if you want it to taste like LoTR anyway. I would also re-model my experience system so that instead of gaining experience for monster kills it was purely given for attaining story goals. Indeed I would even consider deducting experience for monsters slain, since LoTR is not really about slaying monsters in the way that 4E RAW is. I would allow items of ancient power, since there are many heirlooms of the Dunedain in Arthedain and other places, especially troll hoards but I would avoid reducing them to purely mechanical bonus items. I would probably make them all legacy type items that grow with the PCs and would have a rich back-story themselves e.g. Durcrist; darkness-cleaver. Forged in Gondolin during the wars with Morgoth's minions, this blade has special virtue against spiders and their ilk and grows warm when they are near. It survived the wreck of Beleriand and washed up on the shores of Mithlond (Grey havens) where it was taken by the wandering companies of Elves to Imadris (Rivendell) and there gems of light were set into the pommel to honor the memory of the Lords of Gondolin. It was given to the Sylvian Elves of Thanduril who used the sword to hunt spiders in Mirkwood but passed out of all knowledge in the TA 2941; the year the Necromancer was driven from Dol Guldur (and the Ring was found by Bilbo). [/QUOTE]
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