Steverooo said:
1) Agree with the spell lists (or chains). Firefinger must come before Burning Hands, which must come before Fireball. This means Wizards and Sorcerers must specialize. (Gandalf specialized in fire magics!)
I agree as well. The spell chain idea is marvellous. As a matter of fact, it might be neat to use this for a normal-magic D&D game.
2) No spell, nor magic item, can give you a skill boost of more than Character Level+3. Jump, for instance, can only give you a +4 bonus, at first level (the same as a maxed out Class skill). This makes skill as powerful as magic, but magic still useful, as it can allow you to use a skill you don't have.
I like this too. From this and what you post below, it seems that magic should augment normal activities instead of replace them. More on this later.
3) Since skill is so much more important, all classes need a boost in skill points (yes, even the Rogues)! Two is the minimum, IMHO. Also, you might want to consider a system of automatic Ranks/Class Level for each class (one Rank/Class Level? 1/2?)
I think boosting skill points is OK, but I also thing that redoing the class/cross-class skill system would be even better. An idea I've thought of and seen bantered about is removing the skill rank maximum on cross-class skills, making it possible to buy them up as high as class skills, although you pay more in points.
Also, since skills would dominate as opposed to magic, redoing the class skills for the various classes might work to your advantage as well.
5) Give back for what you take away - You disallow Rangers, etc., spells? (Aragorn sang over the broken blade of the Morgul knife, while Frodo lay dying from it - what do you think he was doing?) If so, then you need to give the PCs something back... Extraordinary abilities are the best way to go, here
Almost EVERYONE in LotR and The Hobbit spoke with SOMETHING odd! Thorin spoke with ravens. Gimli understood "the night speech of rocks and plants" around Kheled-Zaram, and knew the quality of stone at Helm's Deep. Gandalf could speak with the giant eagles. Even Pippin, after leaving the marshes near Bree, mentions to Aragorn that birds' memories aren't long enough to know who built the ruins in Eriador. Aragorn never "shows" us, on the books, but the men of Bree said that ALL Rangers could speak with animals. Hence, Speak with Animals in (A)D&D. Legolas, at Fangorn Forest and Helm's Deep, fells that he could learn to speak Huorn. The Silmarillion also mentions that Elves go around "waking things up" (Awaken).
I wouldn't necessarily use LotR as the guidestick, but I see your point. It would depend on the setting, of course, but I think that having some spells turn into special abilities would be neat. Many of the Ranger/Paladin spells seem as though they'd work better that way anyway. Perhaps, if you wish to encourage skill use, you can have skill and feat prerequisites for certain abilities.
So, look at the spell lists... Rangers and Paladins have Cure? Allow the Heal skill to do that. (Personally, I'd allow Paladins to keep Lay on Hands and Remove Disease... YMMV). Rangers can Pass Without Trace? Give it to them as an Ex. Ability, from fourth level on. Same with the other spells. Endure Elements? From 4+, they are immune to natural heat/cold. Calm/Charm Animals? Allow it to be done with Wild Empathy. Snare? They can set them with Survival skill. Etc., etc.!
I think the best thing to do, since the focus would shift from magic to skills and (possibly) feats, is to go through the spell list and see what can be replicated with skills and what can't. I don't mean as the d20 rules currently stand, but what your own logic would tell you.
Cure seems related to Heal. Why not let it give a bonus to Heal checks.
I also agree that vulgar displays of power should be right out. At least, for all except the most powerful of spellcasters (say, somewhere around epic level?)
6) Item Creation - This one's tougher... Galadriel and her maidens managed to create Cloaks of Elvenkind for the entire Fellowship! Magical swords were quite common (two from Gondolin, in the Trolls' cave, in The Hobbit, Sting, who knows how many, in the barrow mounds, the morgul blades carried by the nine, Aragorn's sword... and I'm sure the Elves had many more, which were never mentioned). Magical armor is, to the best of my knowledge, never mentioned. Rings are very, very rare. Wands are never mentioned, but staves and rods are common, among the wizards. Wizards are rare, in LotR, but not so much, earlier in ME (Middle Earth). The Witch-King of Angmar, etc.
So, maybe go back to the 1e version, where Enchant an Item was a spell that you had to be (IIRC) 11th level to cast? Or make Sorcerer/Wizard/Cleric/Druid 11 a prerequisite for the Craft Wondrous Items Feat? Actually, Character Level 11 and spellcasting ability might work just as well.
I understand where you are coming from, but I think that an even better way to go about it, in lieu of or conjunction with a feat, would be Craft checks (very high DCs, of course, perhaps with extended rolls). While a spellcaster could create more potent items, I think that making it possible for someone of exceptional skill to make minor magical items can work too.
If you want to prevent the "magic item factory" type of thing that can happen in high magic settings, I can see two possibilities. The first is to require the caster to craft the items themselves. So, if you want a magic sword, you'll need Craft (Weaponsmith) at X ranks or more. The other is to require the caster to be present for the making of the base item, rather than just purchasing it. In this case, the caster who wants a magic sword would have to be there as it is forged, enchanting it the whole time.
Scrolls of spells do not seem to exist in ME. Potions do, although they are apparently rarer. Gandalf had some Elven Miruvor (Elixir of Endurance), and the orcs had some sort of fiery, nasty stuff to keep the prisoners running. To make it a bit tougher, you might want to add "brewing time", and tie potion making to Alchemy and/or Profession (Herbalist), requiring 2x as many Ranks as the spell to be put into the potion (10 Ranks for a fifth level spell, etc).
For potions, I'd say Alchemy. I think Profession wouldn't quite cut it. I would give a synergy bonus, though.
Although scrolls didn't exist in Middle Earth, I am thinking that they could still be used for a non-LotR game. I just think they wouldn't be lying around waiting for the intrepid PCs to find them. They also wouldn't be for sale in some shop. As a result, keeping the Use Magic Device skill would seem problematic. I'd tie using magic items (besides weapon, armor, and tools that have obvious non-magical uses) to Spellcraft (with Knowledge (arcana) giving a synergy bonus). Perhaps to use a scroll requires a Spellcraft check (DC 10 + spell's level, or something like that) to learn the spell. If you already know it, I'd probably give bonuses, or perhaps let the player cast it automatically. If you aren't the right level, I can see applying penalties. If you go with the spell tree idea, if you aren't familiar with that particular tree, I can see penalties applying there as well. Unfortunately, I can't think of what would grant a bonus. Maybe if you already know a higher-level version of the spell, or if your school is the same as that on the scroll? Then when you cast, perhaps some roll to see if it backfires or something.